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		<title>cocos2d for iPhone &#187; Forum: iPhone SDK / UIKit / Objective-C / Xcode - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/forum/8</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 03:27:49 +0000</pubDate>
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		<item>
			<title>greenTeaGames on "Spell Checking with UITextChecker"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29102#post-143395</link>
			<pubDate>Thu, 09 Feb 2012 04:33:21 +0000</pubDate>
			<dc:creator>greenTeaGames</dc:creator>
			<guid isPermaLink="false">143395@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, I'm trying to come up with a way to use UITextChecker to see if a word is a real word or not. This is for a word game I'm thinking of making, but I'm having trouble working with this class.</p>
<p>Here is a simple test that I made to see if UITextChecker worked or not:</p>
<p>In the init method of HelloWorldLayer.m of a fresh chipmunk physics template:<br />
<pre><code>// Spell check test:
        NSString* string1 = [NSString stringWithString:@&#34;This is a string with a misssspelled word.&#34;];
        NSString* preferredLang = [[UITextChecker availableLanguages] objectAtIndex:0];
        misspelledWord = [textChecker rangeOfMisspelledWordInString:string1 range:NSMakeRange(0, string1.length) startingAt:0 wrap:NO language:preferredLang];

        if (misspelledWord.location == NSNotFound) {
            NSLog(@&#34;No errors, YAY!&#34;);
        }
        else {
            NSLog(@&#34;String1: %@&#34;, string1);
            NSLog(@&#34;Mispelled word with location: %d, and length: %d&#34;, misspelledWord.location, misspelledWord.length);
        }</code></pre>
<p>and this in HelloWorldLayer.h:<br />
<pre><code>@interface HelloWorldLayer : CCLayer
{
	cpSpace *space;

    // Spell Check test variables:
    UITextChecker* textChecker;
    NSRange misspelledWord;
}</code></pre>
<p>I also imported these files in the header:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;UIKit/UIKit.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;UIKit/UITextChecker.h&#62;</code></pre>
<p>Other than these snippets, I have not changed the template at all. And this is what the console gives me:</p>
<p>Initializing Chipmunk v5.3.5 (Debug Enabled)<br />
Compile with -DNDEBUG defined to disable debug mode and runtime assertion checks<br />
2012-02-09 13:23:49.650 spell test and physics test[4902:10a03] String1: This is a string with a misssspelled word.<br />
2012-02-09 13:23:49.651 spell test and physics test[4902:10a03] Mispelled word with location: 0, and length: 0</p>
<p>I get the same result with no misspelled words. If anyone can tell me what I'm doing wrong, it would be greatly appreciated.</p>
<p>cocos2d version: 1.0.1<br />
Xcode version: 4.2
</p></description>
		</item>
		<item>
			<title>fcoronel on "Cocos2D for Xcode 4.2.1"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29036#post-143186</link>
			<pubDate>Wed, 08 Feb 2012 02:22:32 +0000</pubDate>
			<dc:creator>fcoronel</dc:creator>
			<guid isPermaLink="false">143186@http://www.cocos2d-iphone.org/forum/</guid>
			<description><br /></description>
		</item>
		<item>
			<title>marcopaivaf on "NSMutableArray returnning 0 after adding objects and initialize!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28975#post-142805</link>
			<pubDate>Mon, 06 Feb 2012 03:33:51 +0000</pubDate>
			<dc:creator>marcopaivaf</dc:creator>
			<guid isPermaLink="false">142805@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi everyone!</p>
<p>Im currently have a NSMutableArray that's declared at my interface, and at the init of my implementation, i do initialize it as array = [[NSMutableArray alloc] init];</p>
<p>so after i initialize my array, i call a method  that runs a for loop creating CCSprites and adding those inside my array;<br />
for(int i=0; i&#60;10; i++){</p>
<p>        Enemy *enemy = [[Enemy alloc] initWithScene:self secound:'c'];<br />
        [enemy iniciar];<br />
        [array addObject:enemy];<br />
}</p>
<p>Well, its all good if i put a NSLog inside that method to output the array count. But when i try to get the array count from another method i always get 0, or if i verify if the array is equal to nil, it always is.</p>
<p>i try to retain the array, but nothing seems to work.... does anyone could help me?
</p></description>
		</item>
		<item>
			<title>NoobShader on "Apple Individual developer account on more then 1 computer."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29027#post-143141</link>
			<pubDate>Tue, 07 Feb 2012 21:35:41 +0000</pubDate>
			<dc:creator>NoobShader</dc:creator>
			<guid isPermaLink="false">143141@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>If I enabled a apple individual developer account on one computer inorder to make iOS apps, can I use it on another computer, or do I have to disable it before use.
</p></description>
		</item>
		<item>
			<title>pfg2009 on "Testing &quot;release&quot; builds in Xcode 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28870#post-142249</link>
			<pubDate>Thu, 02 Feb 2012 04:49:06 +0000</pubDate>
			<dc:creator>pfg2009</dc:creator>
			<guid isPermaLink="false">142249@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've either never noticed this before or I broke something, but now whenever I try to compile an app as "release" (instead of "debug") while signing it with my "developer" profile, Xcode 4.2 gives me a warning saying that</p>
<p>"Application failed codesign verification.  The signature was invalid, or it was not signed with an iPhone Distribution Certificate."</p>
<p>If I sign the "release" version with my "distribution" profile (adhoc or app store), the app compiles without a hitch, but the app no longer runs on my development device (as expected).</p>
<p>How do you guys test "release" builds (ie. fully optimized builds) on your development devices?  Do you just ignore the Xcode warning or am I doing something horribly wrong?  Just for kicks, I regenerated all my distribution and development certificates and all the provisioning profiles associated with them, but the problem persists.  Any thoughts?
</p></description>
		</item>
		<item>
			<title>toucansamurai on "Layers/variables causing EXC_BAD_ACCESS"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28948#post-142710</link>
			<pubDate>Sun, 05 Feb 2012 01:43:04 +0000</pubDate>
			<dc:creator>toucansamurai</dc:creator>
			<guid isPermaLink="false">142710@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys, I am a noob to both iOS and Cocos2D but I've figured out quite a bit of it and I'm almost done with this simple game I'm making. I'm running into an EXC_BAD_ACCESS error and I'm not sure what is wrong.</p>
<p>The way I've got my game laid out is that I use a series of layers -- there's an intro layer (which I called BackgroundLayer), a main game layer (ForegroundLayer), and a endgame (to show results) layer (EndgameLayer). There's a main GameScene that runs everything, and then when each layer is done doing what it needs to do, it calls back the main GameScene and runs a method on it that clears out the old layer and brings up the new one. Here's the main game scene:</p>
<pre><code>- (id)init
{
    self = [super init];
    if (self) {

		BackgroundLayer *backgroundLayer = [BackgroundLayer node];

		[self addChild:backgroundLayer z:-10];

    }

    return self;
}

- (void) startGame {

	[self removeAllChildrenWithCleanup:YES];

	startPlaying = [NSDate date];

	FrontLayer *frontLayer = [FrontLayer node];
	[self addChild:frontLayer z:-5];

}

- (void) loseGame {

	[self removeAllChildrenWithCleanup:YES];

	timePlayed = [startPlaying timeIntervalSinceNow]; // this is the line I comment out, see below

	EndgameLayer *endgameLayer = [EndgameLayer node];
	[self addChild:endgameLayer];

}</code></pre>
<p>As you can see, I also have a timer running that counts the seconds between when the game starts and when the endgame layer is called. Where I'm having an issue is in the actual gameplay layer: When the game ends, I call this code:</p>
<pre><code>if (** game ending conditions **) {

		self.isTouchEnabled = NO;

		GameScene *gameScene = [[CCDirector sharedDirector] runningScene];
		[gameScene loseGame]; //Program received signal: EXC_BAD_ACCESS here

	}</code></pre>
<p>I hoped that would call loseGame, which would clear out the layer and bring the game results up. It obviously does not.</p>
<p>Here's the craziest part: When I comment out the "timePlayed =" line, the code works. I believe I've done everything right in declaring it and implementing it, but it's possible that I'm missing something dumb, because I'm learning this stuff just now.  In case you need it, here's the relevant timePlayed code in EndgameLayer that uses that number:<br />
<pre><code>GameScene *current = [[CCDirector sharedDirector] runningScene];
		double timePassed = [current timePlayed];

		NSString *timeMessage = [[NSString alloc] initWithFormat:@&#34;time: %f seconds&#34;, timePassed];</code></pre>
<p>Any help is much appreciated.
</p></description>
		</item>
		<item>
			<title>Achmes on "Video on iOS 3.2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28972#post-142795</link>
			<pubDate>Sun, 05 Feb 2012 23:19:40 +0000</pubDate>
			<dc:creator>Achmes</dc:creator>
			<guid isPermaLink="false">142795@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey,</p>
<p>I've added video to my app this way:<br />
<pre><code>NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@&#34;play720&#34; ofType:@&#34;mp4&#34;]];
    MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:url];

    // Register to receive a notification when the movie has finished playing.
    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(moviePlayBackDidFinish:)
                                                 name:MPMoviePlayerPlaybackDidFinishNotification
                                               object:moviePlayer];

    if ([moviePlayer respondsToSelector:@selector(setFullscreen:animated:)]) {
        // Use the new 3.2 style API
        moviePlayer.controlStyle = MPMovieControlStyleNone;
        moviePlayer.shouldAutoplay = YES;

        CGSize winSize = [[CCDirector sharedDirector] winSize];
        moviePlayer.view.frame = CGRectMake(0, 0, winSize.width, winSize.height);	// width and height are swapped after rotation
        [[[CCDirector sharedDirector] openGLView] addSubview:moviePlayer.view];
    } else {
        // Use the old 2.0 style API
        moviePlayer.movieControlMode = MPMovieControlModeHidden;
        [moviePlayer play];</code></pre>
<p>It works fine on iPad 4.2+ Simulator, but when I try to launch it on iPad 3.2 Simulator, I got two allerts:<br />
"IOS Simulator could not find the SDK. The SDK may need to be reinstalled".<br />
"The simulated application quit."</p>
<p>How can I fix it? :(
</p></description>
		</item>
		<item>
			<title>Corbin on "Crash Issue - Terminating and Restarting App From the Background"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22212#post-123356</link>
			<pubDate>Fri, 28 Oct 2011 02:43:01 +0000</pubDate>
			<dc:creator>Corbin</dc:creator>
			<guid isPermaLink="false">123356@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am using Xcode 4.2 with cocos2d 1.0.1, and the new 2.0 (I've tried both with this issue). I am testing it on iOS 5 simulator and my iPhone 4s with iOS 5. The issue I am having is this: my app builds and launches just fine. I have no problems during runtime either. However, I have a problem with terminating and reopening the app.</p>
<p>I hit the home button to put the app into the background, and then double-tap the home button to view open apps. Then you can press and hold the app button to remove it from the background and permanently close and remove them from memory by hitting the red "-" badge. After doing this, if I try and reopen my app (which should perform just like I opened it for the first time) it crashes immediately and freezes iOS. I am able to replicate this issue every time, no matter what current versions of cocos2d I use. This happens both for the game I'm building that compiles with no errors, and the Hello World default app without making any changes to the code included in the template.</p>
<p>I have uninstalled and reinstalled Xcode multiple times, as well as cocos2d, but I can't seem to make this bug go away. Has anyone had a similar experience or possibly know a fix?
</p></description>
		</item>
		<item>
			<title>jordo on "Objc-runtime + Foundation framework running on android!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25414#post-132291</link>
			<pubDate>Thu, 08 Dec 2011 16:54:56 +0000</pubDate>
			<dc:creator>jordo</dc:creator>
			<guid isPermaLink="false">132291@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>After a few long days, I've managed to compile the objective-c runtime on android as well an implementation of the Foundation framework.  The motivation behind this effort is primarily to investigate the possibility of using cocos2d-iphone on android.  </p>
<p>You may be familiar with our game Super Stickman Golf.  For the iphone version we used cocos2d-iphone.  When we made the decision to port it to android, we used cocos2d-x.  Great that the api is pretty much the same, but not so great that it's c++...  Most of the work was literally converting obj-c to c++...  I do not want to do that again, and to be honest I prefer obj-c over c++ big time.  </p>
<p>I wanted to share a code snippet I've managed to get running on android and how I accomplished it.  As well as get some feedback from some of the core cocos2d developers (riq) on the possibility of continuing this effort to get a version of cocos2d-iphone running on android...</p>
<p>The following is a code snippet I have working and running on android NDK:  </p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;jni.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;string.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;android/log.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;Foundation/Foundation.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;Foundation/NSString_placeholder.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;Foundation/TestObjClass3.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;TestLibrary/TestObjClass2.h&#62;

#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;objc/NXConstStr.h&#62;

#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> DEBUG_TAG &#34;NDKSetupActivity&#34;

@interface TestNewObj : NSObject {

	int intProp;

}

@property (assign) int intProp;

- (void)testPrintMethod:(const char*)string;
- (void)testPrintMethodNSString:(NSString*)string;
+ (void)testStaticPrintMethod:(const char*)string;
@end

@implementation TestNewObj

@synthesize intProp;

- (void)testPrintMethod:(const char*)string {
    __android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: %s&#34;, string);
}

+ (void)testStaticPrintMethod:(const char*)string {
    __android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: %s&#34;, string);
}

- (void)testPrintMethodNSString:(NSString*)string {
	__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: %s&#34;, [string UTF8String]);
}

@end

extern &#34;C&#34;
{

void Java_com_noodlecake_NDKSetup_NDKSetupActivity_printLog(JNIEnv * env, jobject thiz, jstring logString) {
		jboolean isCopy;

		const char * szLogString = (env)-&#62;GetStringUTFChars(logString, &#38;isCopy); // get a java string

		// Lets print a string from java...
		[TestNewObj testStaticPrintMethod:szLogString];

		// Lets print a const char*
		[TestNewObj testStaticPrintMethod:&#34;Starting tests...&#34;];

		// Lets create some new objective-c objects
		TestNewObj* test = [[TestNewObj alloc] init];\
		__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Creating object: %p&#34;, test);

		TestNewObj* test2 = [[TestNewObj alloc] init];
		__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Creating object: %p&#34;, test2);

		TestNewObj* test3 = [[TestNewObj alloc] init];
		__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Creating object: %p&#34;, test3);

		//Lets test the object&#039;s property
		__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Setting object int property to: %i&#34;, 675);
		test.intProp = 675;
		__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Object property is: %i&#34;, test.intProp);

		// Lets create a mutable array and a mutable dictionary
		NSMutableArray* arr = [[NSMutableArray arrayWithCapacity:20] retain];
		NSMutableDictionary* dict = [[NSMutableDictionary dictionaryWithCapacity:20] retain];

		// Lets add some objects to the array
		[arr addObject:test];
		[arr addObject:test2];
		[arr addObject:test3];

 		// Lets iterate over the array (NOTE* gcc-4.6.1 can&#039;t use FastEnumeration in objetive-c++ files (.mm)
		for(int i =0; i &#60; [arr count]; i++) {
			[TestNewObj testStaticPrintMethod:&#34;Loop!&#34;];

			// Lets grab the object
			TestNewObj* currentObj = (TestNewObj*)[arr objectAtIndex:i];

			// Lets create a NSString key and add this object to the mutable dictionary
			char tmp2[] = {&#039;a&#039;, &#039;b&#039;, &#039;c&#039;, &#039;d&#039;};
			NSString_placeholder* nss = [[NSString_placeholder alloc] initWithBytes:tmp2 length:i+1 encoding:NSUTF8StringEncoding];

			[dict setObject:currentObj forKey:nss];
			__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Inserting object: %p for key: %s&#34;, currentObj, [nss UTF8String]);
		}

		// Lets iterate over the dictionary and check the contents..
		NSArray* keys = [dict allKeys];
		for(int i =0; i &#60; [keys count]; i++) {
			NSString* keyString = (NSString*)[keys objectAtIndex:i];
			TestNewObj* currentObj = (TestNewObj*)[dict objectForKey:keyString];
			__android_log_print(ANDROID_LOG_DEBUG, DEBUG_TAG, &#34;NDK: Retrieved object: %p for key: %s&#34;, currentObj, [keyString UTF8String]);
		}

		[TestNewObj testStaticPrintMethod:&#34;Ending Tests...&#34;];

		(env)-&#62;ReleaseStringUTFChars(logString, szLogString);  // release the java string
	}
}</code></pre>
<p>The following is the output from the code snippet from android LogCat:</p>
<pre><code>12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Starting tests...
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Creating object: 0x339880
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Creating object: 0x3372b0
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Creating object: 0x336dc0
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Setting object int property to: 675
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Object property is: 675
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Loop!
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Inserting object: 0x339880 for key: a
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Loop!
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Inserting object: 0x3372b0 for key: ab
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Loop!
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Inserting object: 0x336dc0 for key: abc
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Retrieved object: 0x3372b0 for key: ab
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Retrieved object: 0x339880 for key: a
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Retrieved object: 0x336dc0 for key: abc
12-08 09:49:12.371: DEBUG/NDKSetupActivity(3166): NDK: Ending Tests...</code></pre>
<p>First I'll explain how the above code was actually compiled:<br />
 * GCC 4.6+ has built in support for objective-c and objective-c++ (gnustep-runtime).  I've updated and patched the default gcc that comes with the android ndk to gcc 4.6.1.  (<a href="https://docs.google.com/present/view?id=dfj692w3_351gq89x8fv&#038;pli=1" rel="nofollow">https://docs.google.com/present/view?id=dfj692w3_351gq89x8fv&#038;pli=1</a>)<br />
 * I've modified the android make system to recognize .m and .mm as valid source files, android's gcc can now compile them<br />
 * GCC 4.6+ gives us an objective-c runtime, but no Foundation framework.  With a lot of hacking and patching, I managed to get the cocoatron Foundation implementation compiling and linking.  (<a href="http://cocotron.org/" rel="nofollow">http://cocotron.org/</a>)</p>
<p>Some notes about the above code snippet and output:<br />
 * The JNI function is called from the java-side.<br />
 * My custom objc class inherits from NSObject.<br />
 * NSMutableArray and NSDictionary seem to be working properly.<br />
 * GCC 4.6+ doesn't have support for FastEnumeration in objc++ files (.mm).  Support is only in (.m) files.<br />
 * GCC 4.6+ doesn't have built-in support for blocks.</p>
<p>What I'm looking for:<br />
 * Thoughts and feedback.<br />
 * What internal parts of cocos2d-iphone depend on frameworks other than Foundation?  I know there's some CoreGraphics and some UIKit dependancies, but I suspect we can potentially use the cocos2d-x implementations for some of those pieces...  Example, I *believe* the cocos2d-iphone texture loading uses UIImage.  We could potentially use the cocos2d-x version instead of relying on UIImage.<br />
 * I'm also pretty sure there are implementations of some of the CoreGraphics stuff.  I think cocotron has implementations of all the matrix transformations, etc.</p>
<p>I think with some effort I can get cocos2d-iphone into a state where it can be running on android.  I will already be using this system to keep our game logic in objective-c for android and iphone platforms.
</p></description>
		</item>
		<item>
			<title>RishabhShah on "level making in cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28647#post-141120</link>
			<pubDate>Wed, 25 Jan 2012 09:59:15 +0000</pubDate>
			<dc:creator>RishabhShah</dc:creator>
			<guid isPermaLink="false">141120@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hello Friends,</p>
<p>Is anyone here familiar with "adding game levels"?</p>
<p>i want to make game with different levels. In game i have sprites at some specific position. now i want to change the position of sprites for each level and i want the logic(action) on sprite will remain same for all level. how is it possible? any ideas?</p>
<p>Is there any example or logic? and guys please explain me in details because i am new to cocos2d.
</p></description>
		</item>
		<item>
			<title>Spaft on "How to test the restore feature of iTunes/iCloud without releasing the app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28859#post-142200</link>
			<pubDate>Wed, 01 Feb 2012 20:06:39 +0000</pubDate>
			<dc:creator>Spaft</dc:creator>
			<guid isPermaLink="false">142200@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone, </p>
<p>I apologize for posting a question not really related to cocos2D, but since it's about iphone developer, I believe maybe someone has encountered with this issue.<br />
I'm currently trying to test if my app support the restore feature of iTunes and iCloud. Based on what I read from Apple's document, it seems that as long as I store the files in the Documents folder, they will get backup. But when I test it using xCode, it doesn't work. But my released app is working and I believe I did nothing extra than store the data in the Documents folder. So is it like we can only test this by releasing the app, or did I miss something?</p>
<p>Thank you for any reply in ahead.
</p></description>
		</item>
		<item>
			<title>petrusali on "enum in Singleton"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6887#post-40430</link>
			<pubDate>Sun, 06 Jun 2010 15:23:56 +0000</pubDate>
			<dc:creator>petrusali</dc:creator>
			<guid isPermaLink="false">40430@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I'm trying to put enum into my Singleton. I've tried many ways but I can't. Plz help me with this. This is my enum.<br />
<pre><code>enum {
	kCloudTag = 0,
	kTapLayerTag = 1,
	kStageTag = 2,
	kWarningTag = 3,
	kEnemyProjectileTag = 10,
	kProjectileTag = 11,
	kMissileTag = 12,
	kBonusTag = 20,
	kChopterTag = 100,
	kChopterGatlingTag = 101,
	kEgMixerTag = 102,
	kGashiingTag = 103,
	kLightningIXTag = 104,
	kLightningVIIITag = 105,
	kMantarayTag = 106,
	kNapalmMissileTag = 107,
	kOwlionTag = 108,
	kOwlionLaserTag = 109,
	kOwlionLeaderTag = 110,
	kOwlionMissileTag = 111,
	kOwlionNapalmTag = 112,
	kPoseidonTag = 113,
	kScroopTag = 114,
	kSmallMissileTag = 115,
	kPreStart = 200,
	kStart = 201,
	kPause = 202,
	kOver = 203
};</code></pre>
<p>And this is my Singleton<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;VariableStore.h&#34;

static VariableStore *singletonVariableStore = nil;

@implementation VariableStore

@synthesize enemyProjectiles = _enemyProjectiles;
@synthesize targets = _targets;
@synthesize player = _player;

+(VariableStore*)sharedVariableStore {
	@synchronized(self) {
		if (!singletonVariableStore) {
			singletonVariableStore = [[VariableStore alloc] init];
		}
	}
	return singletonVariableStore;
}

@end</code></pre>
<p>My question is, where should I put the enum? I've tried to pun on header (.h) and also .m. But it doesn't work.
</p></description>
		</item>
		<item>
			<title>andybe33 on "CCSprite* in property value and EXC BAD ACCESS"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28758#post-141718</link>
			<pubDate>Sun, 29 Jan 2012 08:32:29 +0000</pubDate>
			<dc:creator>andybe33</dc:creator>
			<guid isPermaLink="false">141718@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
should be a matter of obj-c garbage collecting, which I'm perhaps not entirely familiar with yet</p>
<p>@interface MyLayer : CCLayer {<br />
	CCSprite *arrow;<br />
}<br />
@property (retain) CCSprite *arrow;</p>
<p>-(MyLayer *)init;<br />
-(void)someMethod;</p>
<p>@end</p>
<p>@implementation MyLayer<br />
@synthesize arrow;</p>
<p>-(MyLayer *)init {<br />
    arrow = [CCSprite initWithSpriteFrameName: @"arrow.png"];<br />
}</p>
<p>-(void)someMethod {<br />
    // accessing 'arrow' sprite object members ends up with EXC BAD ACCESS<br />
    // one example per line:<br />
    [arrow removeFromParentAndCleanup: YES];<br />
    [self addChild: arrow];<br />
    if ( [arrow parent] != null) ;<br />
    // etc.<br />
}</p>
<p>-(void)dealloc {<br />
    [arrow release];<br />
}</p>
<p>@end</p>
<p>After I [[CCScene node] addChild: [[MyLayer alloc] init]] - where the 'arrow' sprite is created in 'init', but not added to a parent yet - and then try to access 'arrow' in 'someMethod', I get BAD ACCESS exception, but why, if the 'arrow' property is declared as 'retain', the CCSprite should not be collected, or maybe there is happening just something else. Any idea from experience? </p>
<p>Thanks for help
</p></description>
		</item>
		<item>
			<title>Macarse on "Porting Unity&#039;s coroutines to cocos2d-iphone?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28745#post-141657</link>
			<pubDate>Sat, 28 Jan 2012 19:56:08 +0000</pubDate>
			<dc:creator>Macarse</dc:creator>
			<guid isPermaLink="false">141657@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I just posted a <a href="http://bit.ly/xZxG7d">blog post</a> about my desire of porting Unity3d's coroutines to Android/iOS.</p>
<p>Any ideas?
</p></description>
		</item>
		<item>
			<title>Edel on "UIImage&#039;s alpha always equal to 0"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28688#post-141384</link>
			<pubDate>Thu, 26 Jan 2012 17:20:32 +0000</pubDate>
			<dc:creator>Edel</dc:creator>
			<guid isPermaLink="false">141384@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi !</p>
<p>I need a function that return the UIImage alpha for a collision detection, i've found this sample code on the internet : <a href="http://stackoverflow.com/questions/3284185/get-pixel-color-of-uiimage" rel="nofollow">http://stackoverflow.com/questions/3284185/get-pixel-color-of-uiimage</a></p>
<p>- (BOOL)isWallPixel: (UIImage *)image: (int) x :(int) y {</p>
<p>   CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));<br />
   const UInt8* data = CFDataGetBytePtr(pixelData);</p>
<p>   int pixelInfo = ((image.size.width  * y) + x ) * 4; // The image is png</p>
<p>   //UInt8 red = data[pixelInfo];         // If you need this info, enable it<br />
   //UInt8 green = data[(pixelInfo + 1)]; // If you need this info, enable it<br />
   //UInt8 blue = data[pixelInfo + 2];    // If you need this info, enable it<br />
   UInt8 alpha = data[pixelInfo + 3];     // I need only this info for my maze game<br />
   CFRelease(pixelData);</p>
<p>   //UIColor* color = [UIColor colorWithRed:red/255.0f green:green/255.0f blue:blue/255.0f   alpha:alpha/255.0f]; // The pixel color info</p>
<p>   if (alpha)<br />
      return YES;<br />
   else<br />
      return NO;<br />
}</p>
<p>I've tried it but alpha value is always equal to 0 :(</p>
<p>I suspect that the images have not alpha, i've made them with photoshop as png images, I deleted the background but maybe I did it wrong?</p>
<p>Anyway, does someone know if the code is exactly what I need?</p>
<p>Here you have my images if you wan't check / fix them ! </p>
<p><a href="http://www.mediafire.com/?bm0ph23o2qc66qf,88shaz2rmbkcm4x" rel="nofollow">http://www.mediafire.com/?bm0ph23o2qc66qf,88shaz2rmbkcm4x</a> </p>
<p>Thank's for helping !
</p></description>
		</item>
		<item>
			<title>djeetee on "New iPhone cocos2d project with ARC"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28569#post-140682</link>
			<pubDate>Sun, 22 Jan 2012 18:12:38 +0000</pubDate>
			<dc:creator>djeetee</dc:creator>
			<guid isPermaLink="false">140682@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>starting on a new project with Xcode 4.2 and cocos2d. I'd like to use ARC in my code and link cocos2d in as a static library.</p>
<p>Downloaded cocos2d from github and installed the new template.</p>
<p>Created a new cocos2d project however Xcode is not showing the usual ARC checkbox on the second dialogbox.</p>
<p>I'm assuming this is because the templates are Xcode 3 template? </p>
<p>Also, what version of cocos2d do I need?</p>
<p>Any thought on this would be appreciated.</p>
<p>thanks
</p></description>
		</item>
		<item>
			<title>cocos on "Xcode 3.2.6 on Lion"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28547#post-140557</link>
			<pubDate>Sat, 21 Jan 2012 18:53:30 +0000</pubDate>
			<dc:creator>cocos</dc:creator>
			<guid isPermaLink="false">140557@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have installed XCode 3.2.6 on Lion<br />
ttp://anatomicwax.tumblr.com/post/8064949186/installing-xcode-3-2-6-on-lion-redux</p>
<p>Unfortunately, In the simulator only SDK 4.3 seems to be available.</p>
<p>This produces famous errors:<br />
1. #<a href='http://www.cocos2d-iphone.org/forum/tags/error'>error</a> "If you are targeting iPad, you should set BASE SDK = 4.0 (or 4.1, or 4.2), and set the 'iOS deploy target' = 3.2"<br />
2. CCDirectorIOS.m:466: error: invalid operands to binary == (have 'id' and 'double')<br />
3. 'GL_MAX_SAMPLES_APPLE' undeclared (first use in this function)</p>
<p>Any pointers appreciated.
</p></description>
		</item>
		<item>
			<title>breskit on "Missing simulator SDK&#039;s"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28479#post-140186</link>
			<pubDate>Thu, 19 Jan 2012 11:37:35 +0000</pubDate>
			<dc:creator>breskit</dc:creator>
			<guid isPermaLink="false">140186@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys,</p>
<p>Any info on how I get the older SDK's available in the simulator?</p>
<p>I'm currently running OSX Lion/Xcode 4.2.1 and the only SDK's I seem to have available are 4.3 and 5.0.<br />
I'm wanting to run some tests on iOS4.0 and so could benfit from having the 4.0 SDK available, but I'm not sure how to install it.</p>
<p>Anyone able to help?</p>
<p>Many thanks,<br />
Tony B
</p></description>
		</item>
		<item>
			<title>DenisRedis on "add texture on poligon in box2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8670#post-50256</link>
			<pubDate>Fri, 13 Aug 2010 08:03:17 +0000</pubDate>
			<dc:creator>DenisRedis</dc:creator>
			<guid isPermaLink="false">50256@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>First sorry for my bad english.My question is: how in box2d I can add texture on polygon, I make poligon use b2Vec2 something like:<br />
	b2Vec2 vertices[count1];<br />
	vertices[0].Set(5.0f,2.0f);<br />
	vertices[1].Set(2.0f,1.0f);<br />
	vertices[2].Set(2.0f,0.0f);<br />
	vertices[3].Set(5.0f,-1.0f);</p>
<p>	b2PolygonShape polygon;</p>
<p>	polygon.Set(vertices,count1);</p>
<p>but when I wold use CCSprite to add image to polygon nothing happens
</p></description>
		</item>
		<item>
			<title>ShaneT on "Debugger Problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28260#post-138996</link>
			<pubDate>Wed, 11 Jan 2012 03:35:31 +0000</pubDate>
			<dc:creator>ShaneT</dc:creator>
			<guid isPermaLink="false">138996@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>All off a sudden my debugger is showing machine code when it break on a breakpoint.</p>
<p>Any ideas how to fix this?</p>
<p>Cheers</p>
<p>Shane</p>
<p>0x0000cc3e  &#60;+16746&#62;  movt	r0, #21	; 0x15<br />
0x0000cc42  &#60;+16750&#62;  add.w	r3, sp, #1048	; 0x418<br />
0x0000cc46  &#60;+16754&#62;  add	r0, pc<br />
0x0000cc48  &#60;+16756&#62;  ldr	r1, [r0, #0]<br />
0x0000cc4a  &#60;+16758&#62;  movs	r0, #<a href='http://www.cocos2d-iphone.org/forum/tags/16'>16</a><br />
0x0000cc4c  &#60;+16760&#62;  str	r0, [sp, #0]<br />
0x0000cc4e  &#60;+16762&#62;  ldr	r0, [sp, #204]<br />
0x0000cc50  &#60;+16764&#62;  blx	0x148ef8 &#60;dyld_stub_objc_msgSend&#62;<br />
0x0000cc54  &#60;+16768&#62;  mov	r8, r0<br />
0x0000cc56  &#60;+16770&#62;  cmp.w	r8, #0	; 0x0<br />
0x0000cc5a  &#60;+16774&#62;  beq.w	0xcd9c &#60;-[GameLayer update:]+17096&#62;<br />
0x0000cc5e  &#60;+16778&#62;  add	r0, sp, #284<br />
0x0000cc60  &#60;+16780&#62;  ldr.w	r0, [r0, #836]<br />
0x0000cc64  &#60;+16784&#62;  ldr	r0, [r0, #0]<br />
0x0000cc66  &#60;+16786&#62;  str	r0, [sp, #208]<br />
0x0000cc68  &#60;+16788&#62;  movs	r6, #0<br />
0x0000cc6a  &#60;+16790&#62;  add	r0, sp, #284<br />
0x0000cc6c  &#60;+16792&#62;  ldr	r1, [sp, #208]<br />
0x0000cc6e  &#60;+16794&#62;  ldr.w	r0, [r0, #836]<br />
0x0000cc72  &#60;+16798&#62;  ldr	r0, [r0, #0]
</p></description>
		</item>
		<item>
			<title>kSween on "iPad Retina"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28289#post-139147</link>
			<pubDate>Wed, 11 Jan 2012 22:44:21 +0000</pubDate>
			<dc:creator>kSween</dc:creator>
			<guid isPermaLink="false">139147@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just wondering are people making @2x or -hd graphics for iPad games just incase the iPad3 has retina? Or would people consider it a risky waste of time?
</p></description>
		</item>
		<item>
			<title>CableModem on "AVFondation + isOverlayingDev­iceCamera"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28251#post-138964</link>
			<pubDate>Tue, 10 Jan 2012 21:30:47 +0000</pubDate>
			<dc:creator>CableModem</dc:creator>
			<guid isPermaLink="false">138964@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I'm having a problem with my AR application. </p>
<p>I want to render coco2d and 3d objects over the device camera image, so after reading the docs, I was able to get the camera image overlay by setting isOverlayingDev­iceCamera to YES. </p>
<p>The 2nd part of this is to be able to use the device camera image to do feature tracking. I used AVFoundation as posted here: <a href="http://developer.apple.com/library/ios/#" rel="nofollow">http://developer.apple.com/library/ios/#</a><a href='http://www.cocos2d-iphone.org/forum/tags/qa'>qa</a>/qa1702/_index.html. This code should allow me to access camera image via a delegate function.</p>
<p>The problem I'm having is when combining these 2. The AVFoundation code works well on its own, however as soon as I set isOverlayingDev­iceCamera to YES to be able to actually see the camera image on screen, the image capture delegate stops being called after first frame. Right now all I'm doing in the delegate is NSLog.</p>
<p>Anyone have any ideas? Thanks!
</p></description>
		</item>
		<item>
			<title>Wellington2k on "Box2d  + Cocos2d Debug Draw Help"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28217#post-138830</link>
			<pubDate>Mon, 09 Jan 2012 23:50:29 +0000</pubDate>
			<dc:creator>Wellington2k</dc:creator>
			<guid isPermaLink="false">138830@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi.</p>
<p>I've been trying Box2d for iPhone and I've run into a snag.</p>
<p>I've made a floor and a box, the box drops, and they collide.</p>
<p>Easy, hu?</p>
<p>But I can't see them! I tried using a CCSprite, but it just kept being in the lower left hand corner.</p>
<p>So I tried using the debug draw, but I can't get debug draw to even work.</p>
<p>I think they're off screen. The position of the ground is (0.0f, -10.0f) in my code and the box is (0,0).</p>
<p>Are they off screen? Taking note that the iPhone is in Portrait mode.</p>
<p>But before you answer that, how do you do debug draw?
</p></description>
		</item>
		<item>
			<title>marco2D on "how to create a test team?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28168#post-138559</link>
			<pubDate>Sat, 07 Jan 2012 21:22:09 +0000</pubDate>
			<dc:creator>marco2D</dc:creator>
			<guid isPermaLink="false">138559@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i would to allow some my friend to test my app during the developing process, how can i do?
</p></description>
		</item>
		<item>
			<title>Bananni on "In APP Purchases - Received 0 Products"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28015#post-137688</link>
			<pubDate>Mon, 02 Jan 2012 23:52:11 +0000</pubDate>
			<dc:creator>Bananni</dc:creator>
			<guid isPermaLink="false">137688@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, i used this totorial:<br />
<a href="http://www.raywenderlich.com/2797/introduction-to-in-app-purchases" rel="nofollow">http://www.raywenderlich.com/2797/introduction-to-in-app-purchases</a></p>
<p>I created my app like ray wrote and made the IAPs like in the tutorial.<br />
They said at first: "Ready to submit" now they say "Waiting for review".</p>
<p>My problem is that i dont receive any products from the server.<br />
I tested the app on my device becauze store kit dont like to run in simulator.<br />
We are signed out from our original account and created the test user.</p>
<p>We tested some things like: Submiting the app and then reject to change the status to: "Developer rejected", still 0 products received.</p>
<p>the identifiers i used inside my code and used to fill the code from the tutorial looks like:<br />
App bundle: com.mycompany.myapp<br />
IAP ID:     com.mycompany.myapp.iap1</p>
<p>to use iap1 without the prefix dont work also.</p>
<p>There are some more things i can do wrong? or do i relay have to wait till apple says: "your iap dont work in the untested app" to be able to test it?<br />
(the review will steal some time ...)
</p></description>
		</item>
		<item>
			<title>sdancer75 on "XCode 4 Upload Resources to my iPhone Device"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28141#post-138441</link>
			<pubDate>Fri, 06 Jan 2012 20:13:22 +0000</pubDate>
			<dc:creator>sdancer75</dc:creator>
			<guid isPermaLink="false">138441@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I am new in the Mac world so please excuse me for my simple question. </p>
<p>While I can  upload and run successfully the cocos2d's HelloWord application in my iPhone device,  I can not upload the resource images.</p>
<p>While the simulator works fine with a simple CCSprite image when I try to run this app in my device I see just a blank screen.</p>
<p>So, the question is : How can I upload also the resources beside the executable file ?</p>
<p>Regards,
</p></description>
		</item>
		<item>
			<title>knightkrows on "Record screen of iPhone with audio within the App"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19222#post-107767</link>
			<pubDate>Fri, 29 Jul 2011 09:30:11 +0000</pubDate>
			<dc:creator>knightkrows</dc:creator>
			<guid isPermaLink="false">107767@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I am working on an application similar to Talking Tom.<br />
I need a feature of recording whatever happening in my application and create a video of that.</p>
<p>Currently I am able to record my screen using AVAssetWriter API.<br />
But the problem is what about the audio during the recording.<br />
Please suggest me how to achieve this.</p>
<p>Is there a way to record audio output of iPhone so that i can impose it further on the recorded video??
</p></description>
		</item>
		<item>
			<title>TopGun on "Install Date and Time"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28074#post-138032</link>
			<pubDate>Wed, 04 Jan 2012 22:26:16 +0000</pubDate>
			<dc:creator>TopGun</dc:creator>
			<guid isPermaLink="false">138032@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've been looking into this for a while - and I assume it isn't possible.  However, it would be really useful for me to understand when the user has downloaded the app onto the device.  Are there any ways that you could read a timestamp to understand when the binary was loaded onto the device?</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>Achmes on "Menu with disclosures triangles"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27942#post-137196</link>
			<pubDate>Thu, 29 Dec 2011 12:27:05 +0000</pubDate>
			<dc:creator>Achmes</dc:creator>
			<guid isPermaLink="false">137196@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey</p>
<p>I'm playing with Interface Builder and I want to create a menu similar to the one in TexturePacker.<br />
Here is how it looks like:<br />
<a href="http://img9.imageshack.us/img9/7486/zrzutekranu20111229godz.png" rel="nofollow">http://img9.imageshack.us/img9/7486/zrzutekranu20111229godz.png</a></p>
<p>Do you have any idea how to make such a menu? It has disclosures triangle to hide specific part of the menu.<br />
Are there any default controls for this kind of menu?
</p></description>
		</item>
		<item>
			<title>mostafaberg on "Class @property won&#039;t synthesize."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27920#post-137100</link>
			<pubDate>Wed, 28 Dec 2011 17:08:25 +0000</pubDate>
			<dc:creator>mostafaberg</dc:creator>
			<guid isPermaLink="false">137100@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys,</p>
<p>This is more of an obj-c problem, i'm trying to set a "NSInteger currentLevel" @property, but when i synthesize in the .m file it gives a warning that<br />
the scene may nor respond to "+getCurrentLevel" ??</p>
<p>GameScene.h:<br />
<pre><code>@interface gameScene : CCLayer
{
    b2World* world;
    GLESDebugDraw* m_debugDraw;
    LevelHelperLoader* lh;
    b2RevoluteJoint* carMotor;
    LHSprite* carSprite;
    NSInteger currentLevel; //Here&#039;s the iVar
}
@property (readwrite) NSInteger currentLevel; //The property i&#039;m setting

+(id) sceneWithLevel:(NSInteger) level; // I use this to Init the Scene with a Level number
@end</code></pre>
<p>GameScene.mm<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;GameScene.h&#34;

@implementation gameScene
@synthesize currentLevel;

+(id) sceneWithLevel:(NSInteger) level
{
        [self currentLevel]; //This generates warning: Class method &#039;+currentLevel&#039; not found (return type defaults to &#039;id&#039;)
        [self setCurrentLevel:10]; //This generates waring: Class method &#039;+setCurrentLevel&#039; not found (return type defaults to &#039;id&#039;)

       //I just simplified the rest of the code
	CCScene *scene = [CCScene node];
	gameScene *gameLayer = [gameScene node];
	[scene addChild:gameLayer z:1];
return scene;
}</code></pre>
<p>I checked the filenames, capitalization errors, etc.. nothing seems to help out<br />
any ideas ? Thanks :)
</p></description>
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