<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.0.2" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>cocos2d for iPhone &#187; Tag: Layer - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/layer</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Sat, 31 Jul 2010 07:56:38 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.0.2</generator>
		<textInput>
			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
		</textInput>
		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/layer/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>marcotronic on "Is cocosDenshion capable of doing this?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8197#post-47702</link>
			<pubDate>Sun, 25 Jul 2010 11:56:33 +0000</pubDate>
			<dc:creator>marcotronic</dc:creator>
			<guid isPermaLink="false">47702@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;br /&#62;
I´ve already read the FAQs and the cookbook in the wiki and had a look at the example apps that come with cocos2D but I haven´t found the asnwer yet. Maybe you can help me...&#60;/p&#62;
&#60;p&#62;For my current project (interactive children´s book for the iPad) I need the following features (basically different &#34;layers&#34; of audio):&#60;/p&#62;
&#60;p&#62;- Background music (okay, so far no problem with cocosDenshion, I´ve got some examples of using background music and how to fade out and in, but here comes my question: Can I &#60;strong&#62;crossfade&#60;/strong&#62; two pieces of background music? When the user switches the scene I want to fade out the background music of scene 1 and simultaneously fade in background music of scene 2 (without a break/silence in between).&#60;/p&#62;
&#60;p&#62;- speech (voice over) - Here I plan to use the foreground music stuff in cocosDenshion (I guess it´s possible to play background music and use foreground music for the voice over?&#60;/p&#62;
&#60;p&#62;- sound effects (when the user touches certain sprites/areas I want to play sound FX) - for that I use the sound effects in cocosDenshion, right?!&#60;/p&#62;
&#60;p&#62;- an ambient sound layer (backgorund ambience, nature etc...) - what could I use here?&#60;/p&#62;
&#60;p&#62;The user should be able to switch off the speech layer at least. So this definitely has to be a separate &#34;track&#34;/layer. I could possibly mix the backgound music and the ambience sound layer myself  and use one already mixed audiolayer ot this (but then it´s important for me to do that crossfade thingy... see above)&#60;/p&#62;
&#60;p&#62;I´m grateful for your help/ideas whatsoever...&#60;/p&#62;
&#60;p&#62;Thanks a lot in advance,&#60;br /&#62;
Marco
&#60;/p&#62;</description>
		</item>
		<item>
			<title>demetriusb on "Move Something Within a Layer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8236#post-47913</link>
			<pubDate>Mon, 26 Jul 2010 21:11:31 +0000</pubDate>
			<dc:creator>demetriusb</dc:creator>
			<guid isPermaLink="false">47913@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have a layer that I've added a particle effect to:&#60;br /&#62;
My layer is set up like this:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;aboutLayer = [[CCLayer alloc] init]; //initialize new layer&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I have particle within the layer that's set up like this:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;// sun
	CCParticleSystem *sun = [[CCParticleGalaxy alloc] initWithTotalParticles:650];
	sun.texture = [[CCTextureCache sharedTextureCache] addImage: @&#38;quot;atomic.png&#38;quot;];
	[aboutLayer addChild:sun];
        [aboutLayer addChild:sun &#38;lt;strong&#38;gt;tag:kTagNode&#38;lt;/strong&#38;gt;];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I want the particle within the LAYER to move so I  tried something like this:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
	CGPoint touchLocation = [touch locationInView: [touch view]];
	CGPoint prevLocation = [touch previousLocationInView: [touch view]];	

	touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
	prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation];

	CGPoint diff = ccpSub(touchLocation,prevLocation);

	CCNode *node = [self getChildByTag:kTagNode];
	CGPoint currentPos = [node position];
	[node setPosition: ccpAdd(currentPos, diff)];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I get this warning:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;warning: &#38;#39;CCLayer&#38;#39; may not respond to &#38;#39;-addChild:tag:&#38;#39;&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;And then the app crashes when I try to run it.&#60;/p&#62;
&#60;p&#62;Any help would is appreciated.&#60;/p&#62;
&#60;p&#62;DemetriusB
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cocosboy on "How can we add two layers in one scene?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8219#post-47818</link>
			<pubDate>Mon, 26 Jul 2010 09:47:16 +0000</pubDate>
			<dc:creator>cocosboy</dc:creator>
			<guid isPermaLink="false">47818@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi to all,&#60;br /&#62;
I am trying to add two layers in one scene but i dont see the out put in second added layer. I am using the following code.&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;CCScene *scene;

@implementation DisplayLayer
-(id) init
{
	if((self=[super init]))
	{

	}

	return self;
}

@end

@implementation MainGamePlay

-(id) init
{
	if((self=[super init]))
	{

		scene = [CCScene node];
		DisplayLayer *layerObj = [DisplayLayer node];
		[scene addChild:layerObj z:1];
		[scene addChild:self z:2];
         }
}

@end&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I open the MainGamePlay layer and add both layers in the scene but I am unable to see the output that I am doing in layer DisplayLayer.&#60;/p&#62;
&#60;p&#62;any thing i m doing wrong?&#60;/p&#62;
&#60;p&#62;thanks in advance
&#60;/p&#62;</description>
		</item>
		<item>
			<title>andrewBatutin on "AppDelegate problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8099#post-47183</link>
			<pubDate>Wed, 21 Jul 2010 21:21:09 +0000</pubDate>
			<dc:creator>andrewBatutin</dc:creator>
			<guid isPermaLink="false">47183@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;How can i get to the sprite on layer from AppDelegate?&#60;/p&#62;
&#60;p&#62;I've tried&#60;br /&#62;
&#60;code&#62;CCLayer *layer = [[[CCDirector sharedDirector] runningScene] getChildByTag:tagLayerCEditUserName];&#60;/code&#62;&#60;br /&#62;
but it gave back 0 pointer
&#60;/p&#62;</description>
		</item>
		<item>
			<title>StickyTape on "Full motion video background/layer?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7435#post-43598</link>
			<pubDate>Sat, 26 Jun 2010 17:22:57 +0000</pubDate>
			<dc:creator>StickyTape</dc:creator>
			<guid isPermaLink="false">43598@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi there,&#60;/p&#62;
&#60;p&#62;As part of an app I'm making, I'm wanting a 5 minute or so video to be playing in the background while other things (such as sprites) are moving around on top.&#60;/p&#62;
&#60;p&#62;I'm not looking for someone to paste the code, but would be nice to hear if anyone else has tried this, or if any of you have any good ideas on the best way to do  it :)&#60;/p&#62;
&#60;p&#62;Is this even possible to do on the iPhone?&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Drew
&#60;/p&#62;</description>
		</item>
		<item>
			<title>micropsarii on "How to make this menu transition?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7890#post-46115</link>
			<pubDate>Tue, 13 Jul 2010 23:53:41 +0000</pubDate>
			<dc:creator>micropsarii</dc:creator>
			<guid isPermaLink="false">46115@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;br /&#62;
I have a little problem with my game using cocos2d. In my App I have 2 Scenes:&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://ple100.free.fr/2d/1.png&#34; alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://ple100.free.fr/2d/3.png&#34; alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;But I'd like (when I press the Bar button) to have this kind of transition between the 2 scenes:&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://ple100.free.fr/2d/1_5.png&#34; alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;I want to see only the buttons to move.&#60;br /&#62;
How can I do that?&#60;br /&#62;
Do I have to make only one scene?&#60;br /&#62;
Do I have to use layers? If I have to, do you have any link who explain how to use layers in cocos2d?&#60;/p&#62;
&#60;p&#62;Thanks for your help!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>realms studio on "add HUD over game layer problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7867#post-46000</link>
			<pubDate>Tue, 13 Jul 2010 12:11:59 +0000</pubDate>
			<dc:creator>realms studio</dc:creator>
			<guid isPermaLink="false">46000@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hello&#60;/p&#62;
&#60;p&#62;i have a gameview class with a separated HUD layer&#60;br /&#62;
the HUD is inside my gameview class&#60;br /&#62;
when i call my gaveview class from my menu like this&#60;/p&#62;
&#60;p&#62;[[CCDirector SharedDirector] Replace Scene:[gameview Node]];&#60;/p&#62;
&#60;p&#62;i only see my gameview, without the HUD&#60;br /&#62;
and when i make my gameview class the startup class, then i get the gameview with the HUD&#60;/p&#62;
&#60;p&#62;my gameview is made like this&#60;/p&#62;
&#60;p&#62;@implementation HUD&#60;br /&#62;
//HUD code&#60;br /&#62;
@end&#60;br /&#62;
@impementation gameview&#60;br /&#62;
//gameview code&#60;br /&#62;
@end&#60;/p&#62;
&#60;p&#62;is there a way to call my gameview AND my HUD at the same time ?&#60;br /&#62;
please help, im a bit of a newbe at cocos2D but i want to learn it
&#60;/p&#62;</description>
		</item>
		<item>
			<title>eshirt on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229#post-13992</link>
			<pubDate>Thu, 01 Oct 2009 18:00:47 +0000</pubDate>
			<dc:creator>eshirt</dc:creator>
			<guid isPermaLink="false">13992@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I know it's been discussed on some old posts, but I don't think I quite got the full picture from them.  In 0.8.1, I'm trying to achieve a pinch-zoom effect similar to Fieldrunners.  &#60;/p&#62;
&#60;p&#62;For those not familiar, the scene would load with a background image of 2x the screen size (960x640) and set the background, etc.  I would want the camera to be &#34;zoomed out&#34; to fit the whole scene in the screen when the scene is loaded.  Then using the pinch gesture in ccTouchesBegan and ccTouchesMoved, I would want to modify the zoom factor.&#60;/p&#62;
&#60;p&#62;Would I set my bg image, camera view, etc. in the init method, then adjust the zoom factor in the touches events?  &#60;/p&#62;
&#60;p&#62;Any tips or references on how I should go about setting this up are appreciated!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>muniraj_143 on "how to reset multiplexlayer scene?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3963#post-23698</link>
			<pubDate>Tue, 19 Jan 2010 14:47:40 +0000</pubDate>
			<dc:creator>muniraj_143</dc:creator>
			<guid isPermaLink="false">23698@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Can anyone please tell me how to reset a multiplexlayer scene.&#60;br /&#62;
I want the position, score , time to be reset to intial value.&#60;br /&#62;
can anyone please tell me how to do it
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Freddy on "CCMultiplexLayer - accessing layer properties and methods"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6512#post-38081</link>
			<pubDate>Wed, 19 May 2010 15:05:12 +0000</pubDate>
			<dc:creator>Freddy</dc:creator>
			<guid isPermaLink="false">38081@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi, just stated learning cocos2d and found an issue I can't resolve.&#60;/p&#62;
&#60;p&#62;I'm creating a MultiplexLayer with some layers in it, each layer calls a method to do a CCFadeIn on init, everything fine here.&#60;/p&#62;
&#60;p&#62;Next I save a reference to those layers into a NSMutable Array so I can call a custom method on each layer after switching to it&#60;/p&#62;
&#60;p&#62;So far so good, a NSLog trace inside the method shows it gets called correctly but CCFadeIn won't run a second time&#60;/p&#62;
&#60;p&#62;.h code:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;@interface layer1 : CCLayer {

	CCSprite *pic;
}
//
-(void) fadeLayer;

@end&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;.m code:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;- (id) init{
    if( (self=[super init] )) {
        pic = [CCSprite spriteWithFile:@&#38;quot;layer1.png&#38;quot;];
	pic.position = ccp(0,0);
        [self addChild:pic];
	[self fadeLayer];
	NSLog(@&#38;quot;init layer 1&#38;quot;);
    }
    return self;
}
- (void)fadeLayer {
        //everything runs ok on init, only NSLog works on next calls
	NSLog(@&#38;quot;fade in Layer 1&#38;quot;);
	[pic setOpacity:0];
	[pic runAction: [CCFadeIn actionWithDuration:1.5]];

}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Any help is appreciated.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cocan on "Perspective transform on a layer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6631#post-38674</link>
			<pubDate>Tue, 25 May 2010 09:56:21 +0000</pubDate>
			<dc:creator>cocan</dc:creator>
			<guid isPermaLink="false">38674@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone!&#60;/p&#62;
&#60;p&#62;How can I do a perspective transform on a layer in cocos2D? I know that in Core Animation this can be done using CATransform3D (like explained here -&#38;gt; &#60;a href=&#34;http://stackoverflow.com/questions/347721/uiview-perspective-transform)&#34;&#62;http://stackoverflow.com/questions/347721/uiview-perspective-transform)&#60;/a&#62;. I haven't found anything like this in cocos2D. What I want to achieve it's something like this -&#38;gt; &#60;a href=&#34;http://watchingapple.com/2008/04/core-animation-3d-perspective/&#34;&#62;http://watchingapple.com/2008/04/core-animation-3d-perspective/&#60;/a&#62;.&#60;/p&#62;
&#60;p&#62;Big thanks to riq and all the contributors for this great framework.&#60;/p&#62;
&#60;p&#62;Best regards, Cocan.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JMarx on "Questions about Jumping Style game like Doodle Jump or Mega Jump"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6373#post-37269</link>
			<pubDate>Wed, 12 May 2010 23:38:14 +0000</pubDate>
			<dc:creator>JMarx</dc:creator>
			<guid isPermaLink="false">37269@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Alright, so I have a few questions in regards to a jumping game such as Doodle Jump or most recently Mega Jump.  I'm brand new to programming, however, I've gotten along quite well the past couple weeks due to the awesome resources on this website as well as this engine.  I decided to build as my first game something similar to Doodle Jump.  I have the game mechanics all worked out, my character jumps continuously, performs a wraparound from right to left and vice versa, and basically all the gameplay elements are there.  I'm running into a bit of a snag with a few parts of the game though and have spent days sifting through the forums looking for an answer.&#60;/p&#62;
&#60;p&#62;Problem 1:&#60;/p&#62;
&#60;p&#62;I have no idea how to create harder &#34;difficulties&#34; in the game.  For example, as the player goes higher and higher the types of platforms change and become more challenging.  Enemies are added randomly at certain points.  I've considered a statement in regards to if the score is &#38;gt; a certain point to initiate a change in difficulty, perhaps as the game time goes on, but I'm also confused about how to implement something like that.  All my platforms are in the main game part.  I'm thinking it'd be best to move them to separate layers and then call on them within the game init method, but I don't know how to do that without screwing up everything else.  I also can't figure out how to make the different platforms not spawn right on top of other platforms.  Any input on how to accomplish this or even a reference to a sample code/project that'd be helpful to look at would be appreciated.&#60;/p&#62;
&#60;p&#62;Problem 2&#60;br /&#62;
I want some moving platforms to spawn as well.  I went ahead and created the movement on the platforms using the cocos2d &#34;moveby&#34; function.  Thats all fine, the platforms go up and down and left and right, and I've even gotten it to generate random up and down and left and right platforms, but the problem I'm running into is that as my character goes up, the moving platforms go up with him at the same rate.  I've tried to specify for their y position to move - in relation to the characters y position, but it doesn't matter, the platforms always move upwards with the character.  Ideas?&#60;/p&#62;
&#60;p&#62;Anyway, I'm guessing that posting some code would be most beneficial but that'd be a whole lot of code to paste on here due to what's needed to run the platforms and game loop.  But again, if anyone could point me in the right direction or offer up any resources I could study to learn how to implement these things I'd greatly appreciate it.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Ozden79 on "TileMap performance and crash on even small amount of tiles, why?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5972#post-35274</link>
			<pubDate>Sun, 25 Apr 2010 09:25:43 +0000</pubDate>
			<dc:creator>Ozden79</dc:creator>
			<guid isPermaLink="false">35274@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello There,&#60;/p&#62;
&#60;p&#62;This is Özden Irmak from Klik! Games who successfully released 2 games on AppStore in the past months using another programming language and now moved into Objective-C after the 4.0 TOS. I was already following Cocos2D since it always seemed a good effort for a solid 2D framework for building IPhone games. Now, for our next game, &#34;FastBall 2&#34;, I decided to use it. It's pretty nice overall, though some low level things are hidden but that's the case of having a framework right :).&#60;/p&#62;
&#60;p&#62;In our game, tilemaps are the core of the game and I see some serious problems with it so wanted to understand the reasons of it.&#60;/p&#62;
&#60;p&#62;1) I've read in some topics that TileMaps always draw all their elements, even when they are out of the screen which doesn't need to be drawn, why? This is something the first rule of graphical drawing optimization, &#34;don't draw anything that doesn't need to be&#34;. In that case, even breaking a big tilemap into some small pieces won't work unless you make them very very small. Is there any technical reason that it has been done so?&#60;/p&#62;
&#60;p&#62;2) I'm trying to load a tilemap with a size of 250x25 and it crashes, but if I use 250x20 it seems ok. Is there such a small limit in tilemap size? In the docs, this part is pretty vague so I could not understand the amount should I stick.&#60;/p&#62;
&#60;p&#62;For the 2 issues above, without any magical trick, I could get healthy results with my own coding before in the other language I mentioned. All the drawings were counting the current position of my tilemap so I was only drawing the needed items within the screen bounds and tilemap is more or less a simple array pointing to an image resource to be drawn and could be populated without a big memory impact to cause any crash.&#60;/p&#62;
&#60;p&#62;I would be glad if anybody could enlighten me in these matters...&#60;/p&#62;
&#60;p&#62;Thanks in advance...&#60;/p&#62;
&#60;p&#62;Özden
&#60;/p&#62;</description>
		</item>
		<item>
			<title>utku on "Camera  problem after migrating to 0.99.0"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4749#post-28271</link>
			<pubDate>Sun, 28 Feb 2010 05:14:03 +0000</pubDate>
			<dc:creator>utku</dc:creator>
			<guid isPermaLink="false">28271@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello All,&#60;/p&#62;
&#60;p&#62;I've been developing a game using 0.81, as the migration guide suggests I migrated to 0.82 everything was fine until migrating to 0.99.0.&#60;/p&#62;
&#60;p&#62;I am using a camera which has eye located at (0, -300, 330) relatively to the camera itself. After migration camera become more away from the sprite.&#60;/p&#62;
&#60;p&#62;Do you have any idea which can cause such a different behavior in 0.99.0 ?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Sat Back on "Placing Sprite over Admob ad - Higher Z level?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5781#post-34453</link>
			<pubDate>Sat, 17 Apr 2010 23:43:04 +0000</pubDate>
			<dc:creator>Sat Back</dc:creator>
			<guid isPermaLink="false">34453@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I am making a video poker application. I want to use a Admob banner ad. I got the code and have used it in my application. I put it in a separate layer for my main game Scene. However, I want to be able to show a partially opaque pay table with the click of a button and have it be brought to the front of all other images/sprites. Admob does not go behind it; it always stays on top. I tried changing Z order of the pay table sprite and changing the order with which the layers are added to the Scene. It did not matter. Is there a method to make the pay table sprite appear on top of the openGLView Subview for the ad? &#60;/p&#62;
&#60;p&#62;Below is the Admob ad layer:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;#pragma mark -
#pragma mark AdMob Layer
/*
@implementation AdsLayer

// AdMobDelegate methods

- (void)didReceiveAd:(AdMobView *)adView {
	// put the ad at the top middle of the screen in landscape mode
	adMobAd.frame = CGRectMake(0, 432, 320, 48);
	CGAffineTransform makeLandscape = CGAffineTransformMakeRotation(M_PI * 0.5f);
	//makeLandscape = CGAffineTransformTranslate(makeLandscape, -216, -134);//centers the ad in landscape mode
	makeLandscape = CGAffineTransformTranslate(makeLandscape, -170, -85);//Locates the add in landscape mode
	adMobAd.transform = makeLandscape;
	[[[CCDirector sharedDirector] openGLView] addSubview:adMobAd ];

}

- (void)onEnter {
adMobAd = [AdMobView requestAdWithDelegate:self];
[adMobAd retain];
[super onEnter];
}

- (void)onExit {
[adMobAd removeFromSuperview];
[adMobAd release];
[super onExit];
}

// Request a new ad. If a new ad is successfully loaded, it will be animated into location.
- (void)refreshAd:(NSTimer *)timer {
[adMobAd requestFreshAd];
}

- (UIColor *)adBackgroundColor {
return [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:1]; // this should be prefilled; if not, provide a UIColor
}

- (UIColor *)primaryTextColor {
return [UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1]; // this should be prefilled; if not, provide a UIColor
}

- (UIColor *)secondaryTextColor {
return [UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1]; // this should be prefilled; if not, provide a UIColor
}

- (BOOL)mayAskForLocation {
return NO; // this should be prefilled; if not, see AdMobProtocolDelegate.h for instructions
}

@end&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Below is my pay table code for the game layer init method:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;//Pay Table Button sprite
	TSprite *PayTableS = [TSprite spriteWithFile: @&#38;quot;Pays Button.png&#38;quot;];
	[PayTableS setScale:percent];
	[PayTableS setPosition:ccp(130, _Option_Button_Pos)];
	[PayTableS SetCanTrack:YES];//The sprite can be tracked.
	[TSprite track:PayTableS];//and lets add this sprite to the tracked array.
	[self addChild:PayTableS z:1 tag:kTagPayS];

	//Pay Table sprite
	TSprite *TableSprite = [TSprite spriteWithFile: @&#38;quot;JoB Pay Table blue.png&#38;quot;];
	[TableSprite setScale:percent];
	[TableSprite setPosition:ccp(winSize.width/2, (winSize.height/2))];
	[TableSprite setVisible:NO];
	[self addChild:TableSprite z:3 tag:kTagTable];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;And for display in the game layer:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;case kTagPayS:
	[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in

	if ([[GameController sharedGameController] getPayTable] == NO)
		[self schedule:@selector(showPayTable:)] ;
	else
		[self schedule:@selector(hidePayTable:)] ;
	break;
case kTagTable:
	[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
	[self schedule:@selector(hidePayTable:)] ;
	break;&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I want the user to hit the button sprite with tag 'kTagPayS' to display the pay table with tag 'kTagTable' and then touch anywhere on the pay table (which takes up the whole screen) to hide it again. Currently the Admob banner obstructs some of the text on the image for the paytable.&#60;/p&#62;
&#60;p&#62;Thank you for any ideas or help.&#60;/p&#62;
&#60;p&#62;Sat Back
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Sat Back on "Layer in Scene just for handling Buttons"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5782#post-34454</link>
			<pubDate>Sun, 18 Apr 2010 00:19:45 +0000</pubDate>
			<dc:creator>Sat Back</dc:creator>
			<guid isPermaLink="false">34454@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I am making a Vidoe Poker app. I currently have button sprites (CCSprite) on 2 separate layers; one layer has the deal/draw button that affects the cards being displayed, the pay table button, and the main menu button. I call this my Poker Layer.&#60;br /&#62;
The other layer has the bet increase and bet maximum buttons, which changes the bet and the user sees the current bet displayed. I call this my HUD Layer.&#60;/p&#62;
&#60;p&#62;I would like to have on layer that handles all touches for the buttons and one layer that handles all touches for the cards. However, I do not have a good communication method between layers (children of the same Scene Parent). If the bet button is hit, I have to update the Current Bet label. If the deal button is hit, I have to update the cards and disable the bet buttons.&#60;/p&#62;
&#60;p&#62;I am not sure how to accomplish this unless I make Global Flags that the button functions access and the other sprite functions poll. That seems to be a lot of setup when entering and exiting a scene. It seems like there should be a better way to communicate between layers of the same Scene. &#60;/p&#62;
&#60;p&#62;Here is a little bit of code to hopefully clarify:&#60;br /&#62;
For the Poker Layer:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;switch (TouchedSpriteTag) {
	case kTagDeal:
		[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
		[self schedule:@selector(ExitHand:)];
		break;
	case kTagDraw:
		[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
		[self schedule:@selector(DrawHand:)] ;
		break;
	case kTagMenu:
		[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
		[self schedule:@selector(MainMenu:)] ;
		break;&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;For the HUD Layer&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;for (i = 0; i &#38;lt; count; i++)
{
	TSprite * obj = [[TSprite allMySprites] objectAtIndex:i];
	if (CGRectContainsPoint([obj rect], location) &#38;amp;&#38;amp; [obj GetCanTrack])
	{
		if([obj tag] == kTagBetPlus) //if Card1 was touched
		{
			[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
			[self schedule:@selector(BetPlus:)] ;
		}
		else if([obj tag] == kTagBetMax) //if Card1 was touched
		{
			[obj runAction: [CCFadeIn actionWithDuration:0.3]];//lets make the button fade in
			[self schedule:@selector(BetMax:)] ;
actionWithDuration:0.1 scale: 0.6f]];//lets make the button fade in

		}
	}

-(void)BetPlus: (id)sender {
	[self unschedule:@selector(BetPlus:)] ;

	if( [[GameController sharedGameController] getGameOver] == YES)
	{
		[[GameController sharedGameController] IncrGameBet] ;
		int currentBet = [[GameController sharedGameController] GetGameBet] ;
		[self UpdateBetLabel: [[NSNumber numberWithInt:currentBet] stringValue]];
		[[SimpleAudioEngine sharedEngine] playEffect:@&#38;quot;coin_2.wav&#38;quot;];//play a sound
	}
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Thank you for any ideas.&#60;/p&#62;
&#60;p&#62;Sat Back
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Wayne on "How to scale an entire layer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5235#post-31276</link>
			<pubDate>Wed, 24 Mar 2010 04:31:39 +0000</pubDate>
			<dc:creator>Wayne</dc:creator>
			<guid isPermaLink="false">31276@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I have several large sprites side by side on a layer, and I need to scale them all at the same time. I've tried &#34;scrollLayer.scale = 2.0;&#34; to see if it would zoom in to 2X , but I just get a blank layer. The code I have for the layer works OK as below, but I just can't get the entire layer to scale. &#60;/p&#62;
&#60;p&#62;I had to split the inside building images into 2 images or else it won't work. i.e. 1440 pixels is too wide. &#60;/p&#62;
&#60;p&#62;I think if I scaled each sprite separately, then I'd have to also change the position of each sprite so they line up, and without seams. So I think I must not understand something because it seems like cocos2d probably has something to do this. &#60;/p&#62;
&#60;p&#62;Does anyone have a suggestion on what I should do ? Any help would be greatly appreciated. &#60;/p&#62;
&#60;pre&#62;&#60;code&#62;// menu on left    161 wide by 320 pixels high
CCSprite *menu1 = [CCSprite spriteWithFile: @&#38;quot;side_menu_1_320_030210A.png&#38;quot;];
[menu1 setPosition:ccp(80,160)];
[scrollLayer addChild:menu1 z:1];    // where Z sets the layer stacking order
//
// now add the inside of the building image in 2 halves , 720 pixels wide by 320 pixels high
buildingInside = [CCSprite spriteWithFile: @&#38;quot;building_inside_1_031910A.png&#38;quot;];
buildingInsideB = [CCSprite spriteWithFile: @&#38;quot;building_inside_1_031910B.png&#38;quot;];
[buildingInside setPosition:ccp(521,160)];   // set x to half of image width + 161
[scrollLayer addChild:buildingInside z:0];   // first half of inside image
[buildingInsideB setPosition:ccp(1240,160)];   // set x to half of image width + 880
[scrollLayer addChild:buildingInsideB z:0];   // second half of inside image&#60;/code&#62;&#60;/pre&#62;</description>
		</item>
		<item>
			<title>nories on "Vertical Scrolling Help"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5536#post-32982</link>
			<pubDate>Tue, 06 Apr 2010 06:12:38 +0000</pubDate>
			<dc:creator>nories</dc:creator>
			<guid isPermaLink="false">32982@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello there, I'm new to developing on the iPhone and cocos2d.&#60;br /&#62;
What I'm trying to make is a game like Knight OnRush. I am not sure how to start and really hope if there was some kind of examples I can refer to.&#60;br /&#62;
What I have thought is to have 3 layers.&#60;br /&#62;
3rd Layer which is at the back, the background. How do I make the background loop itself so that the background won't turn black after it has scrolled finish to the right?&#60;br /&#62;
2nd Layer in the middle, is the Sprite layer, where I have the main character and some objects.&#60;br /&#62;
1st Layer will be the Controls, Menus etc...&#60;/p&#62;
&#60;p&#62;Is my concept correct? Please help me as I'm a newbie in coding. Thanks!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Bongeh on "Making a transparent pause menu"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4368#post-26069</link>
			<pubDate>Tue, 09 Feb 2010 09:35:21 +0000</pubDate>
			<dc:creator>Bongeh</dc:creator>
			<guid isPermaLink="false">26069@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I want to make a pause menu that appears when i pause my game.&#60;/p&#62;
&#60;p&#62;I understand that there are several things here i can use.&#60;/p&#62;
&#60;p&#62;I could 'push' the old scene making my current scene freeze and bringing in a new one&#60;/p&#62;
&#60;p&#62;	PauseScene *ps = [PauseScene node];&#60;br /&#62;
	[[CCDirector sharedDirector] pushScene:ps];	&#60;/p&#62;
&#60;p&#62;the only problem here is the old scene is not left in the background, its hidden away in memory.&#60;/p&#62;
&#60;p&#62;I can pause the game using the following command&#60;/p&#62;
&#60;p&#62;[[CCDirector sharedDirector] pause];&#60;/p&#62;
&#60;p&#62;and then pull in a new layer to the current scene.&#60;/p&#62;
&#60;p&#62;although i think touches may pass onto the gamescene that is paused behind and 'stack up' so that when you unpause, it may do lots of things you did not expect.&#60;/p&#62;
&#60;p&#62;What is the correct way to do this? or a suggested way that someone has found works and is wiling to share?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>hugocosta on "Fade In or Out a CCLayer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5088#post-30380</link>
			<pubDate>Wed, 17 Mar 2010 00:36:41 +0000</pubDate>
			<dc:creator>hugocosta</dc:creator>
			<guid isPermaLink="false">30380@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I've searched and i can't find a way to fade in and out a CCLayer.&#60;br /&#62;
I'm trying to fade in and then fade out a Menu.&#60;br /&#62;
As i understand it a CCLayer is a CCNode so it would be possible to perform Actions on it, but the game crashes.&#60;/p&#62;
&#60;p&#62;I've tried doing it when i create it, and on the init method, same result.&#60;/p&#62;
&#60;p&#62;&#60;code&#62;&#60;br /&#62;
-(void)showMenu {&#60;/p&#62;
&#60;p&#62;	CCLayer* menuLayer = [MenuLayer node];&#60;br /&#62;
	id actionFadeIn = [CCFadeIn actionWithDuration:0.3];&#60;br /&#62;
	[menuLayer runAction:[CCSequence actions:actionFadeIn, nil]];&#60;/p&#62;
&#60;p&#62;	[self addChild:menuLayer z:1];&#60;br /&#62;
}&#60;br /&#62;
&#60;/code&#62;&#60;/p&#62;
&#60;p&#62;Thank you
&#60;/p&#62;</description>
		</item>
		<item>
			<title>serveace6 on "Acclerometer problem with scene replace."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2579#post-16032</link>
			<pubDate>Tue, 20 Oct 2009 17:51:51 +0000</pubDate>
			<dc:creator>serveace6</dc:creator>
			<guid isPermaLink="false">16032@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I have a single scene with a layer that uses the accelerometer to perform certain tasks. This layer also contains a MenuItem that calls the Director's replaceScene with this same scene, essentially restarting the scene from scratch.  However, there appears to be an issue with the accelerometer if I use a transition in the replaceScene because the accelerometer will stop registering.  If I do not use the transition, the accelerometer works as expected.  At first I thought it was a specific transition type but it occurs on all.  I am going to see if this occurs on 0.8.2 as I'm currently using 0.8.1, but has any experienced this problem?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>alexstuckey on "Z order"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5411#post-32359</link>
			<pubDate>Wed, 31 Mar 2010 21:43:03 +0000</pubDate>
			<dc:creator>alexstuckey</dc:creator>
			<guid isPermaLink="false">32359@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I am having a bit of a problem with the Z orders. I hav searched with fourum and web but have not found much. Sorry about this being a noob question.&#60;/p&#62;
&#60;p&#62;I know Z orders are how objects are layered, and that 0 is put it on top. But does a lower number (except 0) mean higher on the stack, or does it mean lower?&#60;/p&#62;
&#60;p&#62;Thank you.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jonathan on "Video Playback not full screen"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5076#post-30309</link>
			<pubDate>Tue, 16 Mar 2010 15:02:13 +0000</pubDate>
			<dc:creator>Jonathan</dc:creator>
			<guid isPermaLink="false">30309@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone, &#60;/p&#62;
&#60;p&#62;I need to play a video in a layer that would take up about 2 thirds of the screen leaving enough space for a text label underneath and buttons on the side.&#60;/p&#62;
&#60;p&#62;Cocos2d does not handle video as far as I know but is there perhaps an API out there that could do this (preferably not having to use interface builder) compatible with Cocos2D.&#60;/p&#62;
&#60;p&#62;I can play a video full screen very simply with MPMoviePlayerController but it is not possible to interact with it other than using the standard controls (if anyone is interested I can post an example) even if the video is not full screen the rest of the screen is filled with the &#34;backgroundColor&#34; that is set and it is impossible to interact with the layer or the scene when I play a video.&#60;/p&#62;
&#60;p&#62;Thanks for any help that can be provided.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sunshineDev on "Menu layer is not detecting touches"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4580#post-27258</link>
			<pubDate>Thu, 18 Feb 2010 23:10:20 +0000</pubDate>
			<dc:creator>sunshineDev</dc:creator>
			<guid isPermaLink="false">27258@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi everyone!&#60;/p&#62;
&#60;p&#62;I am trying to test menus this time and they don't seem to be working. Here is what I am doing: (Remember, this is just a test)&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;MenuItem *item1 = [MenuItemImage itemFromNormalImage:@&#38;quot;Skull.png&#38;quot; selectedImage:@&#38;quot;Skull.png&#38;quot; target:self selector:@selector(menuCallback1:)];
MenuItem *item2 = [MenuItemImage itemFromNormalImage:@&#38;quot;Skull.png&#38;quot; selectedImage:@&#38;quot;Skull.png&#38;quot; target:self selector:@selector(menuCallback2:)];

Layer *layer = [Layer node];
layer.isTouchEnabled = YES;

Menu *menu = [Menu menuWithItems: item1, item2, nil];
[menu alignItemsHorizontallyWithPadding:10];

[layer addChild:menu];
[scene addChild:layer];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;My callbacks simply do the following:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;-(void) menuCallback1: (id) sender
{
	NSLog(@&#38;quot;THIS IS CALLBACK 1&#38;quot;);
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I can see the menu perfectly in my scene but when I press any of the items the callback is not called. Any ideas why this might be happening?&#60;/p&#62;
&#60;p&#62;Thanks again!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Ciseo on "Layer, move, scale and centered AnchorPoint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4198#post-25153</link>
			<pubDate>Mon, 01 Feb 2010 09:51:03 +0000</pubDate>
			<dc:creator>Ciseo</dc:creator>
			<guid isPermaLink="false">25153@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I've got a layer that is moved during my game with the CCMoveTo action.&#60;br /&#62;
I can't scale this layer to an anchor point centered of the screen (0.5, 0.5 in world space), regarding is current position.&#60;/p&#62;
&#60;p&#62;Does the anchor point is defined in the node space, so do I have to convert the percent couple from world to node space ? I've tried with self.relativeAnchorPoint = YES or NO and self.anchorPoint = ccp(0.5,0.5). Maybe, there is a new method to set the AnchorPoint in pixel coordinate (the anchorPointInPixel that's is now read only in the 0.9 version)  ?&#60;/p&#62;
&#60;p&#62;Thanks a lot,&#60;/p&#62;
&#60;p&#62;C.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>riq on "[devel] new Camera in v0.99"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3959#post-23684</link>
			<pubDate>Tue, 19 Jan 2010 12:14:08 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">23684@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Current camera limitations:&#60;/p&#62;
&#60;p&#62;a) Camera is applied before the transformations, so it is very difficult to center the camera around a certain object, unless it's coordinates are (0,0) (see &#60;code&#62;CCNode#&#60;a href='http://www.cocos2d-iphone.org/forum/tags/transform'&#62;transform&#60;/a&#62;&#60;/code&#62;)&#60;br /&#62;
b) Camera resets the transformation matrix with a &#60;code&#62;glLoadIdentity&#60;/code&#62;, so the ancestors' transformations are lost (see &#60;code&#62;CCCamera#locate&#60;/code&#62;)&#60;br /&#62;
c) Camera doesn't get well in landscape mode (see &#60;code&#62;CCCamera#locate&#60;/code&#62;)&#60;br /&#62;
d) Camera transformations don't update the node affine matrix: &#60;code&#62;nodeToWorld&#60;/code&#62; is not updated (see &#60;code&#62;CCCamera#locate&#60;/code&#62; and &#60;code&#62;CCNode#&#60;a href='http://www.cocos2d-iphone.org/forum/tags/transform'&#62;transform&#60;/a&#62;&#60;/code&#62;)&#60;/p&#62;
&#60;p&#62;Want I would like to do is to fix a), b) and c) for v0.99 and d) perhaps for 1.0 or 1.x.&#60;/p&#62;
&#60;p&#62;The fixes are more or less trivial, but it will break compatibility, so the idea is to add a compatibility mode (at compile time or runtime, I'm not sure yet), so users can choose between the new Camera (default one) or the old one.&#60;/p&#62;
&#60;p&#62;Open bugs:&#60;br /&#62;
&#60;a href=&#34;http://code.google.com/p/cocos2d-iphone/issues/detail?id=378&#34; rel=&#34;nofollow&#34;&#62;http://code.google.com/p/cocos2d-iphone/issues/detail?id=378&#60;/a&#62;&#60;br /&#62;
&#60;a href=&#34;http://code.google.com/p/cocos2d-iphone/issues/detail?id=438&#34; rel=&#34;nofollow&#34;&#62;http://code.google.com/p/cocos2d-iphone/issues/detail?id=438&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If you have any idea/suggestion, please, let me know. thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>oscarmk on "Scene memory management"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4131#post-24742</link>
			<pubDate>Thu, 28 Jan 2010 19:21:11 +0000</pubDate>
			<dc:creator>oscarmk</dc:creator>
			<guid isPermaLink="false">24742@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I just want to confirm, does the Scene works pretty much like any other UIView in the sense that once the Scene is terminated with a Director replaceScene, all the layers (provided they only have a retain count of 1) are released and subsequently all the Sprites that the Layers are retaining (provided all sprites have a retain count of 1 provided by addChild), are released too?. This is correct I assume?&#60;/p&#62;
&#60;p&#62;Thank you.&#60;/p&#62;
&#60;p&#62;-Oscar
&#60;/p&#62;</description>
		</item>
		<item>
			<title>tanis on "How to load a sprite after a Layer has been shown"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4094#post-24546</link>
			<pubDate>Wed, 27 Jan 2010 11:52:01 +0000</pubDate>
			<dc:creator>tanis</dc:creator>
			<guid isPermaLink="false">24546@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have a sprite whose texture is being loaded through HTTP and thus it can take a couple of seconds to display.&#60;/p&#62;
&#60;p&#62;I would like to show the layer containing that sprite first of all (so that most of the other sprites and stuff are being shown to the user) and only after it's being displayed start loading the slow one.&#60;/p&#62;
&#60;p&#62;Is there any way to accomplish this? I thought that overriding onEnter would do the trick, but that gets called before the layer is being drawn.&#60;br /&#62;
Any help please?&#60;/p&#62;
&#60;p&#62;Thanks in advance!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JavaWizKid on "Check if child exists?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4033#post-24148</link>
			<pubDate>Sun, 24 Jan 2010 15:52:59 +0000</pubDate>
			<dc:creator>JavaWizKid</dc:creator>
			<guid isPermaLink="false">24148@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;How can I check if a child is already on the layer before I add it?&#60;br /&#62;
[self addChild: this];&#60;/p&#62;
&#60;p&#62;Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>agorsky on "event propagation problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3021#post-18691</link>
			<pubDate>Mon, 16 Nov 2009 11:16:00 +0000</pubDate>
			<dc:creator>agorsky</dc:creator>
			<guid isPermaLink="false">18691@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hi all&#60;br /&#62;
I have a problem with event propagation in 0.8.2.&#60;br /&#62;
I use targetedTouchDelegate on 2 layers and the root layer (parent of the other) doesn't send event to child. my ccTouchBegan return kEventIgnored and swallowsTouches (of the parent node )is set to NO.&#60;br /&#62;
My child node is actually a sprite &#38;lt;targetedTouchDelegate&#38;gt;, I don't think i is a problem because I made that worked before in 0.8...&#60;br /&#62;
any idea guys ?&#60;br /&#62;
are my touch events lazy ?
&#60;/p&#62;</description>
		</item>

	</channel>
</rss>
