<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.1" -->
<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: onEnterTransitionDidFinish - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/onentertransitiondidfinish</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 04:36:53 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</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/onentertransitiondidfinish" rel="self" type="application/rss+xml" />

		<item>
			<title>griga on "replaceScene with CCTransition in onEnterTransitionDidFinish"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28188#post-138683</link>
			<pubDate>Sun, 08 Jan 2012 22:34:58 +0000</pubDate>
			<dc:creator>griga</dc:creator>
			<guid isPermaLink="false">138683@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi everyone! Has anyone encountered the same bug/behavior?<br />
Steps to reproduce problem:<br />
- First of all my every scene is replaced with transition (CCTransitionFade);<br />
- I have RootScene, SceneA and SceneB classes.<br />
- I call pseudocode: [ccdirector replaceScene:transitionScene1WithSceneA]; // let this transition be named "transition1"<br />
- Then I want to wait until transition is finished.<br />
- When transition is finished I want to call another [ccdirector replaceScene:transitionScene2WithSceneB] // let this transition be named "transition2"<br />
   So I override SceneA#<a href='http://www.cocos2d-iphone.org/forum/tags/onentertransitiondidfinish'>onEnterTransitionDidFinish</a> method:<br />
<pre><code>// SceneA class
-(void) onEnterTransitionDidFinish {
    [super onEnterTransitionDidFinish];
    [CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:transitionDuration_
                                                                                                                           scene:[SceneB node]
                                                                                                                     withColor:ccc3(0, 0, 0)];
}</code></pre>
<p>setNextScene with transitions works in several stages.. Between them replaceSceen from transition is called.<br />
But replaceScene with transition in onEnterTransitionDidFinish causes the problem in CCDirector#<a href='http://www.cocos2d-iphone.org/forum/tags/setnextscene'>setNextScene</a>:<br />
<pre><code>-(void) setNextScene  //! Is called when transition1 is finished (runningScene_ = transition1
                                    //! and nextScene_ is an instance of SceneA class
{
	Class transClass = [CCTransitionScene class];
	BOOL runningIsTransition = [runningScene_ isKindOfClass:transClass]; //! YES
	BOOL newIsTransition = [nextScene_ isKindOfClass:transClass];            //! NO

	// If it is not a transition, call onExit/cleanup
	if( ! newIsTransition ) {
		[runningScene_ onExit];      //! &#60;---- here is -onEnterTransitionDidFinish message to my instance of SceneA class is send
                                                          //! so you remember I have called -replaceScene: in onEnterTransitionDidFinish and now
                                                          //! nextScene_ is transition2 scene.

		// issue #709. the root node (scene) should receive the cleanup message too
		// otherwise it might be leaked.
		if( sendCleanupToScene_)
			[runningScene_ cleanup];
	}

	[runningScene_ release];

	runningScene_ = [nextScene_ retain];
	nextScene_ = nil;

	if( ! runningIsTransition ) {
		[runningScene_ onEnter];
		[runningScene_ onEnterTransitionDidFinish];
	}
}</code></pre>
<p>When transition2 is finished i have RootScene present at the screen, SceneA present at the screen doing animations (onExit was not called) and SceneB at the screen too.<br />
If I call replaceScene with delay everything is ok.<br />
The question is it an expected behavior of replaceScene in onEnterTransitionDidFinish? How can I know when transition is completely finished and I can call replaceScene: without worry of crashing and wasting time for waiting?<br />
Will appreciate any help :)
</p></description>
		</item>
		<item>
			<title>MrAzulay on "SIGABRT on [CCDirector sharedDirector] replaceScene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22124#post-122996</link>
			<pubDate>Tue, 25 Oct 2011 21:12:33 +0000</pubDate>
			<dc:creator>MrAzulay</dc:creator>
			<guid isPermaLink="false">122996@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks alot! Apperently you cant replace a scene in the initmethod and when i moved it to be called after init was done everything worked out. Its strange though cause i do recall i had problems before i put it in the init.
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "SIGABRT on [CCDirector sharedDirector] replaceScene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22124#post-122991</link>
			<pubDate>Tue, 25 Oct 2011 21:01:41 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">122991@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/62967'>MrAzulay</a>,</p>
<p>If you put the replaceScene in onEnter or onEnterTransitionDidFinish, it will probably work like you are wanting it to:</p>
<pre><code>-(id) init
{
        if( (self=[super init])) {
    }

    return self;
}

-(void) onEnter//TransitionDidFinish
{
   [super onEnter/*TransitionDidFinish*/];
   [[CCDirector sharedDirector]replaceScene:[GameLayer scene]];
}</code></pre>
<p>-Mark
</p></description>
		</item>
		<item>
			<title>MrAzulay on "SIGABRT on [CCDirector sharedDirector] replaceScene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22124#post-122986</link>
			<pubDate>Tue, 25 Oct 2011 20:22:17 +0000</pubDate>
			<dc:creator>MrAzulay</dc:creator>
			<guid isPermaLink="false">122986@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/45652'>zaaroth</a> : It used to be in a IBAction, i just stripped everything down too make it easier for people to see the code.<br />
It seems to work without that error now but the sprites wont draw out when the scene is called with replacelayer but from the appdelegate it works :S
</p></description>
		</item>
		<item>
			<title>zaaroth on "SIGABRT on [CCDirector sharedDirector] replaceScene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22124#post-122951</link>
			<pubDate>Tue, 25 Oct 2011 15:50:40 +0000</pubDate>
			<dc:creator>zaaroth</dc:creator>
			<guid isPermaLink="false">122951@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You are calling replace scene on a init method. It may not be wrong from a tech perspective, but sounds odd nevertheless. I dont see the point of calling replace scene on the init that will be ran in order to create another scene.
</p></description>
		</item>
		<item>
			<title>MrAzulay on "SIGABRT on [CCDirector sharedDirector] replaceScene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22124#post-122923</link>
			<pubDate>Tue, 25 Oct 2011 14:05:33 +0000</pubDate>
			<dc:creator>MrAzulay</dc:creator>
			<guid isPermaLink="false">122923@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I get SIGABRT on this row:<br />
[scenesStack_ replaceObjectAtIndex:index-1 withObject:scene];</p>
<p>I tried to figure this out for hours but dont understand it<br />
Loading the scene with appdelegate works without any problem but with replaceScene i get this problem.</p>
<p><a href="http://pastebin.com/wCyEPwfw" rel="nofollow">http://pastebin.com/wCyEPwfw</a><br />
This is all the code that exists in the layer that tries to replace the scene.</p>
<p>Pleease help!
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-54429</link>
			<pubDate>Thu, 09 Sep 2010 17:40:28 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">54429@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
just wanted to say that the order of execution changes if you are using a transition between scenes or not..</p>
<p>i.e. if you are going to SceneTwo from SceneOne:<br />
<pre><code>**Without a transition
--SceneTwo init called
-SceneOne onExit called
-SceneOne dealloc called
--SceneTwo onEnter called
--SceneTwo onEnterTransitionDidFinish called

**With a transition
--SceneTwo init called
--SceneTwo onEnter called
-SceneOne onExit called
--SceneTwo onEnterTransitionDidFinish called
-SceneOne dealloc called</code></pre>
<p>So, as far as I know, if you are using a transition between scenes, you should be using onEnterTransitionDidFinish of the new scene for stuff you are waiting to be completed from onExit of the previous scene.</p>
<p>-Mark
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-54357</link>
			<pubDate>Thu, 09 Sep 2010 10:00:43 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">54357@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I would make sure riq gets to know about this and your fix. register a bug?
</p></description>
		</item>
		<item>
			<title>enmeii on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-54353</link>
			<pubDate>Thu, 09 Sep 2010 09:22:53 +0000</pubDate>
			<dc:creator>enmeii</dc:creator>
			<guid isPermaLink="false">54353@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok, I found the solution. I hope it's right.<br />
Change your onExit method as below in CCLayer.m.<br />
Check if the Delegate of UIAccelerometer is self first. If it isn't, leave it alone. Otherwise, set the delegate to nil as original code.<br />
<pre><code>-(void) onExit
{
	if( isTouchEnabled )
		[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];

	if( isAccelerometerEnabled )
		//[[UIAccelerometer sharedAccelerometer] setDelegate:nil];
		if ([[UIAccelerometer sharedAccelerometer] delegate] == self) {
			[[UIAccelerometer sharedAccelerometer] setDelegate:nil];
		}

	[super onExit];
}</code></pre></description>
		</item>
		<item>
			<title>enmeii on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-54349</link>
			<pubDate>Thu, 09 Sep 2010 08:58:31 +0000</pubDate>
			<dc:creator>enmeii</dc:creator>
			<guid isPermaLink="false">54349@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I know the reason.<br />
There are 2 screens. One is old and going to disappear, another is new and going to be shown.<br />
The new one enter, the method is called first.<br />
<pre><code>-(void) onEnter
{
	// register &#39;parent&#39; nodes first
	// since events are propagated in reverse order
	if (isTouchEnabled)
		[self registerWithTouchDispatcher];

	// then iterate over all the children
	[super onEnter];

	if( isAccelerometerEnabled )
		[[UIAccelerometer sharedAccelerometer] setDelegate:self];
}</code></pre>
<p>Then the old screen is called OnExit second.<br />
<pre><code>-(void) onExit
{
	if( isTouchEnabled )
		[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];

	if( isAccelerometerEnabled )
		[[UIAccelerometer sharedAccelerometer] setDelegate:nil];

	[super onExit];
}</code></pre>
<p>So the onExit method clears the UIAccelerometer.<br />
But I don't know how to figure it out.<br />
I have the same problem.
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38283</link>
			<pubDate>Fri, 21 May 2010 06:10:57 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">38283@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So I found a temporary solution for now, which is still scary that it is needed.</p>
<pre><code>- (void)ContinueButtonTapped:(id)sender {
	self.isAccelerometerEnabled = NO;
	[[CCDirector sharedDirector] replaceScene:[CCCrossFadeTransition transitionWithDuration:0.5 scene:[Space3Scene scene]]];
}</code></pre>
<p>as you can see I added self.isAccelerometerEnabled = NO; to my code anytime I was about to move from one scene to layer that had it enabled to another. when i move to the main menu or game over scene i don't need that because by default it is off so is getting the self.isAccelerometerEnabled = NO; when that loads. This is very strange that this happened out of no where but at least I can continue on for now.</p>
<p>If you figure it out please let me know, if not at least I have it working again. :)
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38265</link>
			<pubDate>Fri, 21 May 2010 02:51:24 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">38265@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>anyone have any thoughts?
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38258</link>
			<pubDate>Fri, 21 May 2010 01:23:04 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">38258@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>this is where i put the self.isAcc... you know :)</p>
<pre><code>-(id) init
{
	if( (self=[super initWithColor:ccc4(0,0,0,0)] )) {

		[FlurryAPI logEvent:@&#34;Space Demo Started&#34;];

		CGSize winSize = [[CCDirector sharedDirector] winSize];
		self.isTouchEnabled = YES;

		ballsLeft = 10;
		MenuExist = FALSE;
		blockerBall = 1;
		blockerExist = FALSE;
		/*
		CCSprite * bg = [CCSprite spriteWithFile:@&#34;Blackblue.png&#34;];
		bg.position = ccp(160, 240);
		[self addChild:bg z:-1];
		*/
		// enable accelerometer
		self.isAccelerometerEnabled = YES;</code></pre>
<p>like that, and then it continues<br />
<pre><code>- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
  //do stuff in here
}</code></pre>
<p>and then that is how i use the accelerometer. do i have to call an update on it like this kind of thing?<br />
<pre><code>[self schedule:@selector(tick:)];</code></pre></description>
		</item>
		<item>
			<title>pabloruiz55 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38256</link>
			<pubDate>Fri, 21 May 2010 01:14:44 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">38256@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>notice you have to set that in your layers not in your scenes, are you doing that?<br />
Also are you implementing the method for receiven the accelerometter events and setting the update interval in each one?
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38254</link>
			<pubDate>Fri, 21 May 2010 01:08:34 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">38254@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i do. and i do it for each scene. each new file, a .h and .mm, is a scene, and i change scenes between each level like so:</p>
<p>[[CCDirector sharedDirector] replaceScene:[CCCrossFadeTransition transitionWithDuration:0.5 scene:[Space3Scene scene]]];</p>
<p>to move to the next level. </p>
<p>I have the self.isAccelerometerEnabled = YES; on each one in the init but it does not seem to work past the first level that uses it
</p></description>
		</item>
		<item>
			<title>pabloruiz55 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38252</link>
			<pubDate>Fri, 21 May 2010 01:06:47 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">38252@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Sorry i didn't really understand your problem.<br />
You should set self.isAccelerometerEnabled = YES; for each layer you want to receive accelerometter events.</p>
<p>I think that by default it is off.
</p></description>
		</item>
		<item>
			<title>finder39 on "weird issue with accelerometer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6548#post-38248</link>
			<pubDate>Fri, 21 May 2010 00:59:11 +0000</pubDate>
			<dc:creator>finder39</dc:creator>
			<guid isPermaLink="false">38248@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am having a strange issue where as i move from one level to the next (scene) once one has been accelerometer enables, all the ones following can't be. I need in all, and if i disable in level 1, level two is and thats it, and so on.</p>
<p>any ideas?</p>
<p>self.isAccelerometerEnabled = YES;</p>
<p>thats what i use
</p></description>
		</item>
		<item>
			<title>degborta on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16457</link>
			<pubDate>Sun, 25 Oct 2009 13:08:01 +0000</pubDate>
			<dc:creator>degborta</dc:creator>
			<guid isPermaLink="false">16457@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for all your help guys! I finally solved thanks to @<a href='http://www.cocos2d-iphone.org/forum/profile/1700'>Lam</a>'s tip. Playing around with the posVar got it working!
</p></description>
		</item>
		<item>
			<title>Lam on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16387</link>
			<pubDate>Sat, 24 Oct 2009 06:09:35 +0000</pubDate>
			<dc:creator>Lam</dc:creator>
			<guid isPermaLink="false">16387@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2644'>degborta</a><br />
I think positional variance would help.<br />
You should try Mark's approach but instead of changing speed, change the emitters posVar.</p>
<p>Cache the old posVar during onEnter, set the new posVar to a large number, maybe the screen size.</p>
<p>Then onTransitionDidFinish reset the posVar.</p>
<p>It also might help to speed the emission rate. Since pos var let's it emit particles in a larger region, younow need to emit faster.</p>
<p>So change position var and emission rate , then reset during a finished transition.
</p></description>
		</item>
		<item>
			<title>degborta on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16385</link>
			<pubDate>Sat, 24 Oct 2009 02:37:24 +0000</pubDate>
			<dc:creator>degborta</dc:creator>
			<guid isPermaLink="false">16385@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>AkumaStreak: Can you explain further what you mean? I have tried playing around with the step- only, but it seems nothing happens at all. Couldn't find the update method on the emitter.</p>
<p>Maybe I am doing something completely wrong.
</p></description>
		</item>
		<item>
			<title>AkumaStreak on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16384</link>
			<pubDate>Sat, 24 Oct 2009 02:20:42 +0000</pubDate>
			<dc:creator>AkumaStreak</dc:creator>
			<guid isPermaLink="false">16384@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I also vote that you should run update with a white lie delta time (one way or another) in order to effectively initialize them the way you want.
</p></description>
		</item>
		<item>
			<title>Codemattic on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16383</link>
			<pubDate>Sat, 24 Oct 2009 01:23:38 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">16383@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1385'>badawe</a> yes!
</p></description>
		</item>
		<item>
			<title>badawe on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16376</link>
			<pubDate>Fri, 23 Oct 2009 23:02:12 +0000</pubDate>
			<dc:creator>badawe</dc:creator>
			<guid isPermaLink="false">16376@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Guys i have one question about particles, can i have more than one particle emitter positions?</p>
<p>Like i have 4 finger imputs and in all of then i want some particles, so i need 4 particles emitters? thats right?
</p></description>
		</item>
		<item>
			<title>degborta on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-16375</link>
			<pubDate>Fri, 23 Oct 2009 22:24:12 +0000</pubDate>
			<dc:creator>degborta</dc:creator>
			<guid isPermaLink="false">16375@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for your input, I have tried both of your ideas now, but neither seems to solve my problem.</p>
<p>I set the speed to 100 and schedule a timeout for 3seconds on init, in the timeout I reset the speed to 20, as it is supposed to be. </p>
<p>But the problem here is that all particles that were created when I had the speed set to 100 keep falling at that speed, so they all quickly fall down below screen and disappear.</p>
<p>I absolutely have no idea as to what I can do to solve this. Any ideas are appreciated.
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15700</link>
			<pubDate>Fri, 16 Oct 2009 21:03:02 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">15700@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I haven't tried it, but maybe you could start the particle system in 'onEnter' with a really fast speed, then in 'onEnterTransitionDidFinish' slow the particle system down to normal speed.</p>
<p> dunno ..
</p></description>
		</item>
		<item>
			<title>mobilebros on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15667</link>
			<pubDate>Fri, 16 Oct 2009 16:52:45 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">15667@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>whoops, I meant step, not update. So yes I've tried looping as well, big and small values for both ways, for some reason it just does not take; I debugged a little and everything seems ok... but xcode is being flaky (debug values are sometimes not there or zero) since I updated the sdk.
</p></description>
		</item>
		<item>
			<title>Codemattic on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15643</link>
			<pubDate>Fri, 16 Oct 2009 14:35:41 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">15643@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>What if you called -step:4.0 instead? Or called -step:(4.0/kFPS) in a loop for (4.0*kFPS) times where kFPS=30.0 or whatever your frames per second is.
</p></description>
		</item>
		<item>
			<title>mobilebros on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15641</link>
			<pubDate>Fri, 16 Oct 2009 14:03:43 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">15641@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It makes sense to me that if you created any ParticleSystem and manually called update on it with a value of say 4 seconds that it would then appear to have "run" for 4 seconds, however I did a quick test and could not get it to work right (aka it had no effect). I did something similar to this:</p>
<p><code><br />
ParticleSystem *ps = [ParticleSnow node];<br />
[ps update:4];<br />
[self addChild:ps];</p>
<p></code></p>
<p>Something like this should work, but it apparently needs something more that I'm missing... maybe I'll get back to you.
</p></description>
		</item>
		<item>
			<title>Codemattic on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15624</link>
			<pubDate>Fri, 16 Oct 2009 11:59:33 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">15624@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>In your subclass of your ParticleSystem you could add the ability to save and load its state, ie serialize it, to a file. Make a version where you let it run a bit, save its state, and in the game you load that state as your starting point for the system. Tricky but doable.
</p></description>
		</item>
		<item>
			<title>degborta on "Particle snow transition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2496#post-15607</link>
			<pubDate>Fri, 16 Oct 2009 06:34:18 +0000</pubDate>
			<dc:creator>degborta</dc:creator>
			<guid isPermaLink="false">15607@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am playing around with the particle examples and using it on one of my layers in my testproject.</p>
<p>Everything is working great but I have a question.</p>
<p>In my project I have a Layer that fades into another Layer (the one that should have the snow on it). I am adding the snow particles on init in the second layer.</p>
<p>When the transition between the scenes is finished, the snow particles haven't reached that far. They are on the top third part of the screen. It takes a second or two before they reach bottom. </p>
<p>This makes it pretty obvious that I just started the snow animation. I would like it to cover the whole screen with particles, so when the transition finishes it appears it has been snowing for a long time. But I am clueless to what I should do or look into.</p>
<p>Any tips or ideas are greatly appreciated.
</p></description>
		</item>

	</channel>
</rss>

