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accepted Coordinate and positioning problem on iOS with cocos2d-x
Oct
28
answered Coordinate and positioning problem on iOS with cocos2d-x
Jul
23
comment Coordinate and positioning problem on iOS with cocos2d-x
Nah, I've looked through that page before. Problem is, it's deprecated (see the "need to be updated" thing in the title). the setDeviceOrientation() method doesn't even exist in CCDirector anymore... Anyway, this is the topic I created in the forums: cocos2d-x.org/boards/6/topics/31964
Jul
23
comment Coordinate and positioning problem on iOS with cocos2d-x
Still no answer from the cocos2d-x forums... I'll try bumping the topic once and see if anybody can help. I really hope to get this solved, seems to be a pretty big issue.
Jul
23
awarded  Benefactor
Jul
18
comment Coordinate and positioning problem on iOS with cocos2d-x
Hey, thanks for the aswer! So, the VisibleRect class got size and origin from CCEGLView (e.g. CCEGLView::sharedOpenGLView()->getVisibleSize() ). I tried switching to getting those values from sharedDirector, but it didn't do much difference. However I did find out that my problem is actually related to the landscape orientation on iOS. Portrait works as it should, but on landscape, width and height are swapped (as well as x and y on touch events). I'll investigate things further and bring this matter to the cocos2d-x forums and I'll report back here when I come to a conclusion.
Jul
16
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9
revised Coordinate and positioning problem on iOS with cocos2d-x
edited title
Jul
9
asked Coordinate and positioning problem on iOS with cocos2d-x
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Mar
24
accepted Implementing tile-based movement on 2D platformer
Mar
24
answered Implementing tile-based movement on 2D platformer
Mar
24
comment Implementing tile-based movement on 2D platformer
Very nice solution. I've actually asked around about this and I got a different solution from someone at TIGSource. I'll post it as an answer here too, might be helpful too.
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asked Implementing tile-based movement on 2D platformer
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