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		<title>cocos2d for iPhone &#187; Tag: cocosnode - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/cocosnode</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 03:31:46 +0000</pubDate>
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			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>jd on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-89789</link>
			<pubDate>Sun, 24 Apr 2011 16:09:33 +0000</pubDate>
			<dc:creator>jd</dc:creator>
			<guid isPermaLink="false">89789@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I did the same thing.  Works well.
</p></description>
		</item>
		<item>
			<title>Olmeister on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-89786</link>
			<pubDate>Sun, 24 Apr 2011 15:37:51 +0000</pubDate>
			<dc:creator>Olmeister</dc:creator>
			<guid isPermaLink="false">89786@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hmm, I just implemented my own solution.<br />
Inside some arbritrary tick method define the x &#38; y coordinates with arc4random,<br />
then shake the desired layer (self)...<br />
if (isShaking){<br />
float randx = (arc4random() %1) - 0.5;<br />
float randy = (arc4random() %1) - 0.5;</p>
<p>[self position].x = randx;<br />
[self position].y = randy;<br />
}<br />
else {<br />
//Return camera//CCFollow to target<br />
}
</p></description>
		</item>
		<item>
			<title>riq on "Scaling a CocosNode from the center (0.8.2)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3825#post-22889</link>
			<pubDate>Sun, 10 Jan 2010 18:59:39 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">22889@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yes, a <code>CocosNode</code> by default has a <code>contentSize</code> of (0,0).
</p></description>
		</item>
		<item>
			<title>coolbloke1324 on "Scaling a CocosNode from the center (0.8.2)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3825#post-22884</link>
			<pubDate>Sun, 10 Jan 2010 18:09:28 +0000</pubDate>
			<dc:creator>coolbloke1324</dc:creator>
			<guid isPermaLink="false">22884@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>OK, I've definitely answered it myself this time... for anyone else having problems:</p>
<p>You need to define the width and height of the CocosNode even if you add child objects to it before the scale will work properly with <code>setAnchorPoint</code>.</p>
<p>To do this, use the <code>setContentSize</code> method.</p>
<p>Thanks.
</p></description>
		</item>
		<item>
			<title>coolbloke1324 on "Scaling a CocosNode from the center (0.8.2)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3825#post-22882</link>
			<pubDate>Sun, 10 Jan 2010 17:58:16 +0000</pubDate>
			<dc:creator>coolbloke1324</dc:creator>
			<guid isPermaLink="false">22882@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I thought I might have answered my own question but alas, setting <code>[_gameBoard setAnchorPoint:ccp(0.5f, 0.5f)];</code> AFTER I have added children to the _gameBoard still makes no difference :o(
</p></description>
		</item>
		<item>
			<title>coolbloke1324 on "Scaling a CocosNode from the center (0.8.2)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3825#post-22878</link>
			<pubDate>Sun, 10 Jan 2010 17:43:03 +0000</pubDate>
			<dc:creator>coolbloke1324</dc:creator>
			<guid isPermaLink="false">22878@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all, I'm using 0.8.2.</p>
<p>I've created a CocosNode:</p>
<p><code>_gameBoard = [CocosNode node];</code></p>
<p>Then added that node to the scene:</p>
<p><code>[self addChild:_gameBoard];</code></p>
<p>After this, I've added a number of child sprites to _gameBoard.</p>
<p>My main issue is that when I use <code>_gameBoard.scale = 0.5f;</code> the scale effect occurs from bottom-left of the iphone screen. I need to scale from the middle of the _gameBoard.</p>
<p>I've tried:</p>
<p><code>[_gameBoard setAnchorPoint:ccp(0.5f, 0.5f)];</code></p>
<p>With no success.</p>
<p>Any ideas guys?</p>
<p>Many thanks!
</p></description>
		</item>
		<item>
			<title>Bongeh on "Animation from cocosnode object"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3242#post-20075</link>
			<pubDate>Wed, 02 Dec 2009 12:06:50 +0000</pubDate>
			<dc:creator>Bongeh</dc:creator>
			<guid isPermaLink="false">20075@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have two sprite subclasses, enemysprite and playersprite, and animations are defined within these classes.</p>
<p>Sprite manager just calls the relevant animation on the sprite object. I store sprite pointers in an NSMutableArray within sprite manager and have a scheduled method to loop through the array.
</p></description>
		</item>
		<item>
			<title>pabloruiz55 on "Animation from cocosnode object"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3242#post-20072</link>
			<pubDate>Wed, 02 Dec 2009 11:16:50 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">20072@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You can call the animation from outside the layer, i mean for example from another layer which has a reference of the other layer, so you can do [otherLayer-&#62;layer-&#62;sprite runAction ...]</p>
<p>I think the animations have to be added to the sprite you want to call the animation for. i don't know if adding the animation to the sprite manager will work. (which i undertand you are doing)
</p></description>
		</item>
		<item>
			<title>Bongeh on "Animation from cocosnode object"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3242#post-20071</link>
			<pubDate>Wed, 02 Dec 2009 11:07:42 +0000</pubDate>
			<dc:creator>Bongeh</dc:creator>
			<guid isPermaLink="false">20071@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a sprite manager cocosnode which is suposed to control enemy actions and animations. Sprite manager gets added to game layer as a child. When trying to call animations on sprite objects they fail to run and the conditions state they must run. Can you call an animation from outside a layer or does it have to be called from within it?</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>Anny on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19780</link>
			<pubDate>Sun, 29 Nov 2009 13:17:58 +0000</pubDate>
			<dc:creator>Anny</dc:creator>
			<guid isPermaLink="false">19780@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Actually, decided to set up a repository for this sort of stuff, so I can retain older versions of things while improving them to new ones. :)</p>
<p><a href="http://anny.fm/c/iphone/cocos2d/TouchableSprite/" rel="nofollow">http://anny.fm/c/iphone/cocos2d/TouchableSprite/</a>
</p></description>
		</item>
		<item>
			<title>Anny on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19779</link>
			<pubDate>Sun, 29 Nov 2009 13:06:27 +0000</pubDate>
			<dc:creator>Anny</dc:creator>
			<guid isPermaLink="false">19779@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, thanks for the input. My TouchableSprite isn't mean for use in gameplay, it was more a learning experiment, and one that I believe has been useful in familiarising myself with TouchDispatcher.</p>
<p>The reason I use functions named tsTouchBegan etc. is so I can keep the TargetedTouchDelegate protocol functions in the TouchableSprite superclass and override tsTouch* functions in children. This way, I don't have to repeatedly write out the ccTouchBegan etc. functionality which checks hit testing; if I create a TouchableSprite it becomes automatically able to detect touches on itself and not elsewhere, very simple. More than anything, this class is meant for convenience rather than flexibility.</p>
<p>You make a fair point re <code>BOOL allowTouches</code> though, and I'll add that in when I upgrade the class at some point. I will also add functionality to detect different shapes for the object. I'll also write a version for AtlasSprite, but I don't expect that to be terribly complex.</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>shaunti on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19767</link>
			<pubDate>Sun, 29 Nov 2009 05:45:51 +0000</pubDate>
			<dc:creator>shaunti</dc:creator>
			<guid isPermaLink="false">19767@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I basically extend atlasSprite class to my own and add the touchdispatcher stuff there.</p>
<p>I found using a touch radius detection was very fast.<br />
I then moved it to another class I call GridPoints.<br />
Since my sprites jump around from point to point, in my game this made it easier.</p>
<p>You need these things for your own TouchableThing class:<br />
<pre><code>//Need to adhere to this protocol

@interface GridPoint : CocosNode &#60;TargetedTouchDelegate&#62;

//I use touch radius to &#34;test&#34; the touch area - property
CGFloat touchRadius;

//An on off flag is useful to speed up touch dispatcher processing, but keep it in the dispatcher list
BOOL allowTouches;

//Then do this stuff in the class implementation

- (void)onEnter
{	//NSLog(@&#34;inner onEnter ...&#34;);
	if(self.touchRadius &#62; 0.0f){

		[[TouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
	}

	[super onEnter];
}
- (void)onExit
{
	if(self.touchRadius &#62; 0.0f){
		[[TouchDispatcher sharedDispatcher] removeDelegate:self];
	}
	[super onExit];
}	

//The touch calls
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{

	//if (self.SpawnPoint) return NO;

	CGPoint touchPoint = [touch locationInView:[touch view]];
	touchPoint = [[Director sharedDirector] convertToGL:touchPoint];

	//NSLog(@&#34;inner grid ccTouchBegan ...&#34;);
	//NSLog(@&#34;touchpoint.position:%f , %f&#34;, touchPoint.x, touchPoint.y);
	//return NO;

	if ([self containsTouchLocation:touchPoint]) {

		// code here is only executed if obj has been touched
		//NSLog(@&#34; I GOT TOUCHED on the sprite&#34;);
		originalTouchPoint.x = touchPoint.x;
		originalTouchPoint.y = touchPoint.y;
		//NSLog(@&#34; originalPoint x:%f, y:%f&#34;, originalPoint.x, originalPoint.y);
		return YES;

	}

	return NO;
}

- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
	// If it weren&#39;t for the TouchDispatcher, you would need to keep a reference
	// to the touch from touchBegan and check that the current touch is the same
	// as that one.
	// Actually, it would be even more complicated since in the Cocos dispatcher
	// you get NSSets instead of 1 UITouch, so you&#39;d need to loop through the set
	// in each touchXXX method.

	//	NSLog(@&#34;inner sprite ccTouchEnded ...&#34;);

	//Use for move stuff

}

- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
	CGPoint touchPoint = [touch locationInView:[touch view]];
	touchPoint = [[Director sharedDirector] convertToGL:touchPoint];

	int direction = 0;
	//angle: Actually it&#39;s ATan2(dy , dx) where dy = y2 - y1 and dx = x2 - x1, or ATan(dy / dx)
	float degrees = CC_RADIANS_TO_DEGREES(atan2(touchPoint.x - originalTouchPoint.x, touchPoint.y - originalTouchPoint.y));

	//NSLog(@&#34;RUNICA OUT: ANGLE:%f&#34;, CC_RADIANS_TO_DEGREES(atan2(touchPoint.x - originalTouchPoint.x, touchPoint.y - originalTouchPoint.y)));
	//that is gving me 0-180 and the negative 0-180

      //I was using this to detect angles.  

//DO stuff here

	if (self.ownerlayer != nil) {

           //I call back to my game layer by having a circular reference
		[self.ownerlayer MoveMeCallout:direction thisGridPoint:self];

	}

	//	NSLog(@&#34;self.position:%f , %f&#34;, touchPoint.x, touchPoint.y);
}

- (BOOL)containsTouchLocation:(CGPoint)touch
{
	//NSLog(@&#34;containsTouchLocation .checking ......&#34;);
	//return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);

	//use radius based
	CGFloat distance = ccpDistance(self.mypos, touch);
	//NSLog(@&#34;containsTouchLocation .checking ....distance: %f&#34;, distance);
	//NSLog(@&#34;containsTouchLocation .checking ....in touchRadius: %f&#34;, self.touchRadius);
	return (distance &#60;= self.touchRadius);

}</code></pre></description>
		</item>
		<item>
			<title>davey on "[CocosNode visit] crashed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3198#post-19757</link>
			<pubDate>Sun, 29 Nov 2009 02:18:25 +0000</pubDate>
			<dc:creator>davey</dc:creator>
			<guid isPermaLink="false">19757@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This never happened in debug mode, but in adhoc, I have gotten this both on 3G and 3GS from fresh install of the app, but not everytime. It crashed right after I touched (drag) the game.<br />
I'm not sure what caused this. Any ideas?</p>
<pre><code>Thread 0 Crashed:
0   libSystem.B.dylib             	0x0007e9ac __kill + 8
1   libSystem.B.dylib             	0x0007e99c kill + 4
2   libSystem.B.dylib             	0x0007e98e raise + 10
3   libSystem.B.dylib             	0x0009363a abort + 34
4   libstdc++.6.dylib             	0x000453b0 __gnu_cxx::__verbose_terminate_handler() + 376
5   libobjc.A.dylib               	0x00005858 _objc_terminate + 104
6   libstdc++.6.dylib             	0x00043776 __cxxabiv1::__terminate(void (*)()) + 46
7   libstdc++.6.dylib             	0x000437ca std::terminate() + 10
8   libstdc++.6.dylib             	0x00043896 __cxa_throw + 74
9   libobjc.A.dylib               	0x00004714 objc_exception_throw + 64
10  CoreFoundation                	0x000930c4 __NSFastEnumerationMutationHandler + 124
11  libobjc.A.dylib               	0x000085e6 objc_enumerationMutation + 18
12  BombMine                       	0x00056148 -[CocosNode visit] (CocosNode.m:439)
13  BombMine                       	0x00056170 -[CocosNode visit] (CocosNode.m:441)
14  BombMine                       	0x00056170 -[CocosNode visit] (CocosNode.m:441)
15  BombMine                       	0x00056170 -[CocosNode visit] (CocosNode.m:441)
16  BombMine                       	0x000589f4 -[Director mainLoop] (Director.m:241)
17  Foundation                    	0x0000ccfe __NSFireTimer + 130
18  CoreFoundation                	0x00056bac CFRunLoopRunSpecific + 2112
19  CoreFoundation                	0x00056356 CFRunLoopRunInMode + 42
20  GraphicsServices              	0x00003cb8 GSEventRunModal + 108
21  GraphicsServices              	0x00003d64 GSEventRun + 56
22  UIKit                         	0x00002768 -[UIApplication _run] + 384
23  UIKit                         	0x0000146c UIApplicationMain + 688
24  BombMine                       	0x00002ed4 main (main.m:14)
25  BombMine                       	0x00002e54 start + 44</code></pre></description>
		</item>
		<item>
			<title>Anny on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19755</link>
			<pubDate>Sun, 29 Nov 2009 02:00:15 +0000</pubDate>
			<dc:creator>Anny</dc:creator>
			<guid isPermaLink="false">19755@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Blogged it:</p>
<p><a href="http://anny.fm/blog/2009/11/cocos2d-touchablesprite/" rel="nofollow">http://anny.fm/blog/2009/11/cocos2d-touchablesprite/</a></p>
<p>It may be that a proper class already exists that does the exact same thing, but at least I learnt a bit about TouchDispatcher from writing out all that. Hope it proves useful to someone!
</p></description>
		</item>
		<item>
			<title>Anny on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19754</link>
			<pubDate>Sun, 29 Nov 2009 00:53:09 +0000</pubDate>
			<dc:creator>Anny</dc:creator>
			<guid isPermaLink="false">19754@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Created a TouchableSprite class, which seems to work quite well, pending a little testing. I'll get the source up shortly!
</p></description>
		</item>
		<item>
			<title>Anny on "TargetedTouchDelegate and Sprite — now TouchableSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3196#post-19751</link>
			<pubDate>Sat, 28 Nov 2009 23:44:58 +0000</pubDate>
			<dc:creator>Anny</dc:creator>
			<guid isPermaLink="false">19751@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi again,</p>
<p>Getting pretty comfortable with cocos2d now, but I am having one issue, and some clarification would be appreciated.</p>
<p>I am attempting to load an image and then make it clickable (i.e. using it as a button). However, <code>Class &#39;Sprite&#39; does not implement the &#39;TargetedTouchDelegate&#39; protocol</code>. Since this is the case, what exactly implements TargetedTouchDelegate?</p>
<p>FWIW, I have the impression that anything that subclasses CocosNode implements it, I'm just not totally sure. While I'm here, what is a recommended way to implement a button that manages its own touch events?</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>napierzaza on "Can AtlasSprites be children of any node?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1378#post-19681</link>
			<pubDate>Fri, 27 Nov 2009 20:01:54 +0000</pubDate>
			<dc:creator>napierzaza</dc:creator>
			<guid isPermaLink="false">19681@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So I suppose it's not feasible to create a texture atlas that can include several different textures? </p>
<p>Then you could have a AtlasSprite manager that holds multiple sheets, perhaps by name. Just to be able to organize the z order.</p>
<p>So yes, i appears as if it involves swapping textures which means swapping OpenGL calls so I assume this is now workable.
</p></description>
		</item>
		<item>
			<title>riq on "game live not listed"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2853#post-17659</link>
			<pubDate>Fri, 06 Nov 2009 19:38:20 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">17659@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>try setting as "ready" again.
</p></description>
		</item>
		<item>
			<title>hanburyn on "game live not listed"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2853#post-17656</link>
			<pubDate>Fri, 06 Nov 2009 18:35:11 +0000</pubDate>
			<dc:creator>hanburyn</dc:creator>
			<guid isPermaLink="false">17656@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi</p>
<p>I've changed the game ready status to true a few days ago for sevens and it still isnt listed in your game section
</p></description>
		</item>
		<item>
			<title>indy2005 on "Does AtlasSpriteManager.position move it&#039;s children?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/915#post-17617</link>
			<pubDate>Fri, 06 Nov 2009 12:48:29 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">17617@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I posted a similar question here as you never see in the samples, the manager being positioned.  The manager gets added to self with a z index, and sprites are added to th emanager and positioned - but I haven't found a sample where the manager is explicitly positioned.</p>
<p><a href="http://www.cocos2d-iphone.org/forum/topic/2792" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/2792</a></p>
<p>i
</p></description>
		</item>
		<item>
			<title>gargantuan on "Does AtlasSpriteManager.position move it&#039;s children?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/915#post-17490</link>
			<pubDate>Thu, 05 Nov 2009 12:04:54 +0000</pubDate>
			<dc:creator>gargantuan</dc:creator>
			<guid isPermaLink="false">17490@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The answer to this question, is YES. </p>
<p>Why would you want to do this? Well, it's a convenient solution for compound sprites; Big sprites made up of smaller sprites. </p>
<p>Because it's a CocosNode, you can run actions on it, play with visibility, position etc. </p>
<p>For example, I'll be using it to create moving platforms in my game, made up of individual tiles.
</p></description>
		</item>
		<item>
			<title>javy on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-17180</link>
			<pubDate>Mon, 02 Nov 2009 15:15:34 +0000</pubDate>
			<dc:creator>javy</dc:creator>
			<guid isPermaLink="false">17180@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well, I went ahead with making a sub-class of CocosNode that can take a pointer to any other Cocosnode and 'shake' it.</p>
<p>The NodeShaker class is instantiated by any Scene or Layer (or actually any CocosNode object) and is added as a child so it's scheduler can be called.  I didn't want to add it as a child, but that's the only way the scheduler in it was able to be called.</p>
<p>In its test, I passed it a reference to the entire scene (acquired from the director) and the shake works great.  No worries about setting positions of sprites, managers or even layers and having conflicts.  So far, anyways.
</p></description>
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			<title>javy on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-17098</link>
			<pubDate>Sun, 01 Nov 2009 16:40:13 +0000</pubDate>
			<dc:creator>javy</dc:creator>
			<guid isPermaLink="false">17098@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thank you Detective.  However, the implementation of the grid3d, etc - all appears kind of...well...excessive for a simple screen shake.  I may just be missing the importance of the effects code that is already included.  On the other hand, I just want to move all of the existing graphics for each tick of a scheduled event.  I don't have a need for special lenses or waves (although the effects are VERY nice).</p>
<p>Any further suggestions?
</p></description>
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			<title>DetectiveCakes on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-17095</link>
			<pubDate>Sun, 01 Nov 2009 16:21:34 +0000</pubDate>
			<dc:creator>DetectiveCakes</dc:creator>
			<guid isPermaLink="false">17095@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Check out the EffectsTest in the cocos2d-iphone project, there is already a shake effect that is probably pretty close to what you're looking for.
</p></description>
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			<title>javy on "Screen Shake - Best way to implement?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2754#post-17094</link>
			<pubDate>Sun, 01 Nov 2009 16:12:44 +0000</pubDate>
			<dc:creator>javy</dc:creator>
			<guid isPermaLink="false">17094@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was toying with the idea of how to make a screen shake.  At first I thought of having a special class that would take a reference to a scene and then move the position of a whole scene with each tick of its selector.</p>
<p>Then I was reading about the camera - even though I haven't used it yet.</p>
<p>In a single-screen app, the camera sounds about right.  A 'Shake' class would move the camera via it's scheduled calls until the shake was complete.  Custom patterns could be made in simple CGPoint arrays for speed of processing.</p>
<p>But before I write all this code, is there a screen shake style functionality built-in already? I'd hate to re-invent the wheel.  A solid search of the forums turned up nothing.</p>
<p>If it doesn't exist, does my initial design of the class seem good?</p>
<p>Any constructive feedback welcomed!
</p></description>
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			<title>TD on "MenuItemSprite: Scaling of child-nodes?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2595#post-16124</link>
			<pubDate>Wed, 21 Oct 2009 14:52:49 +0000</pubDate>
			<dc:creator>TD</dc:creator>
			<guid isPermaLink="false">16124@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>A MenuItemSprite has three instance variables:</p>
<p>CocosNode&#60;CocosNodeRGBA&#62; *normalImage_, *selectedImage_, *disabledImage_;</p>
<p>I only want to scale this buttonimages, without any labels or other child nodes in the item, but it doesn't work. I tried something like:</p>
<p>[self.normalImage setScaleX:scaleX];</p>
<p>Anyone has an idea? What do I wrong?
</p></description>
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			<title>bladnman on "Can AtlasSprites be children of any node?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1378#post-14901</link>
			<pubDate>Fri, 09 Oct 2009 13:52:21 +0000</pubDate>
			<dc:creator>bladnman</dc:creator>
			<guid isPermaLink="false">14901@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm glad there is a healthy discussion about this. I have a game where my characters need to change depth. So the easier ideas of just creating x-layers doesn't quite cover this.</p>
<p>Say 2 Managers (sheets)<br />
2 Characters from each<br />
I need one character from manager 1 to be in the back and one to be in the front, sandwiching the others (from manager 2). I do see the technical troubles with all of this. And I do know I could duplicate my manager 1 and create 2 of it to solve the trouble. But my real implementation has 50 from every manager and 10 managers... so a memory impossibility to duplicate managers. In fact, the AtlasSpriteManager is exactly WHAT makes my engine perform since I've only pulled each sheet into memory once.</p>
<p>What can we do to get nearer a solution for mixing z-depth for manager children? I'd hate to leave it at "Cocos2D can't do that, use another engine".
</p></description>
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			<title>Sama7 on "Can AtlasSprites be children of any node?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1378#post-12456</link>
			<pubDate>Sun, 20 Sep 2009 05:57:57 +0000</pubDate>
			<dc:creator>Sama7</dc:creator>
			<guid isPermaLink="false">12456@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This would work great except if you add an atlas sprite to a tmx layer (an ASM) it only supports 1 tilesheet, the one in the map(or on top of tree, 1 per layer), which means you'd have to embed your player/unit sprite sheet INTO the layer (In Tiled, as you are making the map), then add the atlassprite into the TMXLayer and reference the sheet in the layer for your animations. its a PITA.</p>
<p>Which is too bad, otherwise it would be a really easy solution to the z-ordering drawing issues.
</p></description>
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			<title>arian487 on "getChildByTag vs direct access"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1502#post-9270</link>
			<pubDate>Mon, 24 Aug 2009 19:13:18 +0000</pubDate>
			<dc:creator>arian487</dc:creator>
			<guid isPermaLink="false">9270@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>No problem :)</p>
<p>Glad I could help.
</p></description>
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			<title>crmagicxxx on "getChildByTag vs direct access"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1502#post-9238</link>
			<pubDate>Mon, 24 Aug 2009 15:47:34 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">9238@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Did test with 150 sprites and there wasn't any change in FPS comparing getChildByTag and retained property.</p>
<p>Thanks arian
</p></description>
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