Tag Info

New answers tagged

3

You have only two main options, both of which have serious pros and cons: Use normalized positioning, so that the X and Y coordinates are expressed effectively as a percentage of the available width and height. Use absolute positioning, so the X and Y coordinates are exactly the pixel or point coordinates of the sprite on the screen. Relative positioning ...


2

No. While the details of copyright law varies by jurisdiction (US versus Europe for example), the general thrust is basically the same: copyright gives the author of the work the control over who can use the work and how. It is only okay to use somebody's copywritten work if they have explicitly permitted you to do so. "Giving the author credit" or "not ...


1

As Krom Stern pointed out, there is no "correct" way of doing UI for a game. To be honest the whole rasterVSvector thing is misleading, as you should always chose the one that works best in the particular case (look at this --> article for more info on raster/vector, and when to prefer one over the other). Now when it comes to games two things are always in ...


0

Cocos2D-x 2.x and 3.x have very easy solution for multi-resolution problem ( either iDevices or Android devices) (and I think cocos2d-iphone should have a similar mechanism (maybe with different signature). In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution. If target device really has this ...


0

If you want to maintain the velocity of a body (and have it ignore collisions), just set the body type using the b2body::setType function: mybody.setType(b2_kinematicBody); Alternatively, the b2BodyType can be assigned to the b2BodyDef before the body is created using the b2BodyDef::type public attribute: mybodydef.type = b2_kinematicBody; All ...


0

(A) If you need the countries to be sprites I would try this: Make the sprite for each country just big enough to contain them Make a UIBezierPath for each country and save that as a property of the country Use containsPoint in the touchesBegan of each country to check if touch is inside (B) If you don't have to use SpriteKit (for this particular part) ...


1

Right now I'm not in a place to go over your code thoroughly, but at a glance I'm wondering if you need to declare your code with C linkage as explained here: extern "C" { float FooPluginFunction(); }


-1

I'm not sure if this answers your question but: iOS of course doesn't run Java since iOS requires all code to be compiled AOT to xcode / objective c. When you build an iOS project, Unity just creates an xcode project which then can be built using xcode. You are free to change the code that Unity has cross compiled, however you have to do this every time ...


0

I spend a bit more time on this and I do think I was making a few wrong assumptions. First of all, I think one big mistake was in thinking that I should avoid [SKScene update:] for framerate-independence. But since iOS devices are vsync'ed, and the update method is coupled to screen redraws, I can reliably expect that that method will fire every 1/60th of a ...


0

I ended up altering the contentSize of the CCTableView. So, someTableView.contentSize = CGSizeMake(200, 300); ...and then I placed a CCSprite over it with a hole in the middle that had transparency. This way, the table view was clipped how I wanted it clipped. I added the tableView to my scene with a lower z-order than that of the sprite. Did not need ...



Top 50 recent answers are included