Open GoogleCodeExporter opened 8 years ago
[deleted comment]
I will try that later today. For the time being I just put in a splash scene
before I load the game scene.
BTW, you are awesome for creating this project and putting the time in to port
the latest version of cocos2d to android. Definitely the best game 2d lib for
android!
Original comment by ghemp...@gmail.com
on 19 Dec 2010 at 8:39
This looks like here we need to implement deffered call too as in Texture2D,
I'll try to fix this soon.
Original comment by opengen...@gmail.com
on 19 Dec 2010 at 9:17
I made some changes, hava a try.
Original comment by opengen...@gmail.com
on 19 Dec 2010 at 10:15
Yep runs without issues now. Thanks!
Original comment by ghemp...@gmail.com
on 20 Dec 2010 at 2:42
Actually, this now ONLY works when done in the constructor. When I add a splash
scene before the scene with the CCQuadParticle instance it doesn't work anymore.
Original comment by ghemp...@gmail.com
on 20 Dec 2010 at 5:32
[deleted comment]
Previous version is in master now, please post more, I need to reproduce the
problem somehow. Where is your not in constructor? and stack trace too, please.
Original comment by opengen...@gmail.com
on 20 Dec 2010 at 11:37
I've attached project which contains the issue. It is basically just a simple
scene with a CCParticleMeteor created after 5 seconds. This won't work after
the fix was added, but did work before (and now since you reverted). If you
change it so that the CCParticleMeteor is created immediately it works with the
fix.
Original comment by ghemp...@gmail.com
on 20 Dec 2010 at 1:49
Attachments:
OK, thanks, I'll take a look.
Original comment by opengen...@gmail.com
on 20 Dec 2010 at 7:22
Try now.
Original comment by opengen...@gmail.com
on 20 Dec 2010 at 11:25
We had/have the same problem, even with the latest version, but I found a fix,
not sure if this is correct.
In CCDirector::drawCCScene(),
the tick/update function of each node is called. There we make a
SceneTransition.
Now, CCDirector::drawCCScence() continues and call GLResourceHelper.update to
load for example the particle buffers (at this time no particle effects have
been created)
Now, CCDirector::drawCCScene actually recognizes the SceneTranstition by
checking nextCCScene and creates the new scene which in our case calls its
constructors in which we load particle effects.
Now, CCDirector::drawCCScene calls the visit function and tries to draw the not
yet GL loaded particle effect.
We can fix this by moving GLResourceHelper.sharedHelper().update(gl);
right after
if( nextCCScene_ != null)
setNextScene();
Hope this helps...
Original comment by oonneett...@gmail.com
on 21 Dec 2010 at 8:12
Thanks, fixed and pushed.
Original comment by opengen...@gmail.com
on 21 Dec 2010 at 8:45
Hello, I'm trying to develop a cross platform game using Cocos2d-X for IOS and
cocos2d-android-1 for android. I have a .plist file which is working just fine
with IOS but with cocos2d-android-1 I just keep getting NULL exceptions when I
try to use CCQuadParticleSystem. Yes, I'm using it outside of CTORs as
instructed here.
I tried this in a test class extending CCLayer:
@Override
public boolean ccTouchesEnded(MotionEvent event) {
CGPoint location =
CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(),
event.getY()));
CCQuadParticleSystem p = (CCQuadParticleSystem)
CCQuadParticleSystem.particleWithFile("fire.plist");
if (p==null)
// failed !
return true;
p.setPosition(location);
p.resetSystem();
return true;
}
It just doesn't work. I don't get it. Everything else but this is working
great, so can anybody please tell me what I am doing wrong ?!
Original comment by AmitFark...@gmail.com
on 2 May 2013 at 5:51
Original issue reported on code.google.com by
ghemp...@gmail.com
on 18 Dec 2010 at 2:24