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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Store and create game objects at positions along terrain

    - by Alex
    I have a circular character that rolls down terrain like that shown in the picture below. The terrain is created from an array holding 1000 points. The ground is drawn one screen width infront and one screen width behind. So as the character moves, edges are created infront and edges are removed behind. My problem is, I want to create box2d bodies at certain locations along the path and need a way to store these creator methods or objects. I need some way to store a position at which they are created and some pointer to a function to create them, once the character is in range. I guess this would be an array of some sort that is checked each time the ground is updated and then if in range, the function is executed and removed from the array. But I'm not sure if its even possible to store pointers to functions with parameters included... any help is much appreciated!

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  • New to iPhone Development - iOS5 Storyboard

    - by Peter
    I'm new here and pretty new to iOS development. My question is basically, should I learn the old school development methods or just learn how to do things using the latest tools (i.e. Storyboard)? I've had a go with the Storyboard feature of XCode 4.2 and it's very powerful. My only concern is that it requires iOS 5. I don't mind learning the old way of doing things but I've been having trouble finding tutorials/examples for XCode 4.2 that don't use the storyboard. An example would be the with my trouble finding a good tutorial on how to embed a Navigation Controller into a TabBarController. A lot of the material out there seems to be for older version of XCode. Using the storyboard I'm able to set this up with seconds but still haven't managed to get it working without it. So in short :) would you guys suggest I continue my project using the Storyboard or make the extra effort to do things a little more manually?

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  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

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  • How do you maintain content size vs. content quality in an application?

    - by PeterK
    I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing. I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes? Also, is it a good idea to only have one copy of the sprites and scale it using code?

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  • How do you maintain content size vs. content quality in a mobile application?

    - by PeterK
    I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing. I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes? Also, is it a good idea to only have one copy of the sprites and scale it using code?

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  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

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  • Who uses GnuSTEP?

    - by adib
    This has been a big question lurking at the back of my head. From what I see, GnuSTEP nowadays is primarily a "hobby" project of a small but tightly-knit group of people. However I haven't seen a large commercial (off-the-shelf) application that uses it, apart from the small applications that comes with the GnuSTEP distribution. Heck, since even Ubuntu doesn't really use it then is GnuSTEP really more than being a "hobby" framework? I know that Sony's SNAP at one brief moment uses GnuSTEP, but they killed the platform before it can do anything meaningful.

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  • Long running calculation on background thread

    - by SundayMonday
    In my Cocos2D game for iOS I have a relatively long running calculation that happens at a fairly regular interval (every 1-2 seconds). I'd like to run the calculation on a background thread so the main thread can keep the animation smooth. The calculation is done on a grid. Average grid size is about 100x100 where each cell stores an integer. Should I copy this grid when I pass it to the background thread? Or can I pass a reference and just make sure I don't write to the grid from the main thread before the background thread is done? Copying seems a bit wasteful but passing a reference seems risky. So I thought I'd ask.

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  • Why do we use networking libraries instead of plain NSURLRequests and NSURLConnection ?

    - by Amogh Talpallikar
    in iOS development, I have often seen people creating a networking module to interact with their APIs. This module generally sits on top of a networking framework like MKNetWorkKit or AFNetWorking. In most of the cases, It's all about sending GET,POST request and parsing the response which is in most cases JSON. What extra practical benefits that these libraries provide that an iOS developer should be leveraging which the plain Cocoa Networking APIs lack ? I can understand RESTKit as one exception where it takes care of the conversion of JSON to native objects and also interfaces with Core Data but what about others ?

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  • applyAngularVelocity causes error when called right after object instantiation

    - by Appeltaart
    I'm trying to make a physicsBody rotate as soon as it is instantiated. CCNode* ball = [CCBReader load:@"Ball"]; [ball.physicsBody applyForce:force]; [ball.physicsBody applyAngularImpulse:arc4random_uniform(360) - 180]; Applying force works fine, the last line however throws an error in cpBody.c line 123: cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid."); When I don't apply force and merely rotate the problem persists. If I send applyAngularImpulse at some later point (in this case on a touch) it does work. Is this function not supposed to be called right after instantiation, or is this a bug?

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • Can anybody help me in designing my UITableView into MVC Pattern ?

    - by user2877880
    I have written a ViewController in which i get data from the internet and display it in a UItableview using a json parser which uses object for key to identify its objects. What i would like your help in is to convert it into MVC pattern to make it less clumsy instead of including everything in the same controller class. Please try explaining it to me in terms of my code. THANKS IN ADVANCE. The code is as given below #import "ViewController.h" #import "AFNetworking.h" #import "ModelTableArray.h" @implementation ViewController @synthesize tableView = _tableView, activityIndicatorView = _activityIndicatorView, movies = _movies; - (void)viewDidLoad { [super viewDidLoad]; // Setting Up Table View self.tableView = [[UITableView alloc] initWithFrame:CGRectMake(0.0, 0.0, self.view.bounds.size.width, self.view.bounds.size.height) style:UITableViewStylePlain]; self.tableView.dataSource = self; self.tableView.delegate = self; self.tableView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; self.tableView.hidden = YES; [self.view addSubview:self.tableView]; // Setting Up Activity Indicator View self.activityIndicatorView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray]; self.activityIndicatorView.hidesWhenStopped = YES; self.activityIndicatorView.center = self.view.center; [self.view addSubview:self.activityIndicatorView]; [self.activityIndicatorView startAnimating]; // Initializing Data Source self.movies = [[NSArray alloc] init]; NSURL *url = [[NSURL alloc] initWithString:@"http://itunes.apple.com/search?term=rocky&country=us&entity=movie"]; NSURLRequest *request = [[NSURLRequest alloc] initWithURL:url]; UIRefreshControl *refreshControl = [[UIRefreshControl alloc] init]; [refreshControl addTarget:self action:@selector(refresh:) forControlEvents:UIControlEventValueChanged]; [self.tableView addSubview:refreshControl]; [refreshControl endRefreshing]; AFJSONRequestOperation *operation = [AFJSONRequestOperation JSONRequestOperationWithRequest:request success:^(NSURLRequest *request, NSHTTPURLResponse *response, id JSON) { self.movies = [JSON objectForKey:@"results"]; [self.activityIndicatorView stopAnimating]; [self.tableView setHidden:NO]; [self.tableView reloadData]; } failure:^(NSURLRequest *request, NSHTTPURLResponse *response, NSError *error, id JSON) { NSLog(@"Request Failed with Error: %@, %@", error, error.userInfo); }]; [operation start]; } - (void)refresh:(UIRefreshControl *)sender { NSURL *url = [[NSURL alloc] initWithString:@"http://itunes.apple.com/search?term=rambo&country=us&entity=movie"]; NSURLRequest *request = [[NSURLRequest alloc] initWithURL:url]; AFJSONRequestOperation *operation = [AFJSONRequestOperation JSONRequestOperationWithRequest:request success:^(NSURLRequest *request, NSHTTPURLResponse *response, id JSON) { self.movies = [JSON objectForKey:@"results"]; [self.activityIndicatorView stopAnimating]; [self.tableView setHidden:NO]; [self.tableView reloadData]; } failure:^(NSURLRequest *request, NSHTTPURLResponse *response, NSError *error, id JSON) { NSLog(@"Request Failed with Error: %@, %@", error, error.userInfo); }]; [operation start]; [sender endRefreshing]; } - (void)viewDidUnload { [super viewDidUnload]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } // Table View Data Source Methods - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { if (self.movies && self.movies.count) { return self.movies.count; } else { return 0; } } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *cellID = @"Cell Identifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellID]; if (!cell) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:cellID]; } NSDictionary *movie = [self.movies objectAtIndex:indexPath.row]; cell.textLabel.text = [movie objectForKey:@"trackName"]; cell.detailTextLabel.text = [movie objectForKey:@"artistName"]; NSURL *url = [[NSURL alloc] initWithString:[movie objectForKey:@"artworkUrl100"]]; [cell.imageView setImageWithURL:url placeholderImage:[UIImage imageNamed:@"placeholder"]]; return cell; } @end

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  • Strategy for avoiding duplicate object ids for data shared across devices using iCloud

    - by rmaddy
    I have a data intensive iOS app that is not using CoreData nor does it support iCloud synching (yet). All of my objects are created with unique keys. I use a simple long long initialized with the current time. Then as I need a new key I increment the value by 1. This has all worked well for a few years with the app running isolated on a single device. Now I want to add support for automatic data sync across devices using iCloud. As my app is written, there is the possibility that two objects created on two different devices could end up with the same key. I need to avoid this possibility. I'm looking for ideas for solving this issue. I have a few requirements that the solution must meet: 1) The key needs to remain a single integral data type. Converting all existing keys to a compound key or to a string or other type would affect the entire code base and likely result in more bugs than it's worth. 2) The solution can't depend on an Internet connection. A user must be able to run the app and add data even with no Internet connection. The data should still resolve properly later when the data syncs through iCloud once a connection is available. I'll accept one exception to this rule. If no other option is available, I may be open to requiring an Internet connection the first time the app's data is initialized. One idea I have been toying around with in my head is logically splitting the integer key into two parts. The high 4 or 5 bits could be used as some sort of device id while the rest represents the actual key. The fuzzy part is figuring out how to come up with non-conflicting device ids that fit in a few bits. This should be viable since I don't need to deal will millions of devices. I just need to deal with the few devices that would be shared by a given iCloud account. I'm open to suggestions. Thanks.

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  • Let a model instance choose appropriate view class using category. Is it good design?

    - by Denis Mikhaylov
    Assume I have abstract base model class called MoneySource. And two realizations BankCard and CellularAccount. In MoneysSourceListViewController I want to display a list of them, but with ListItemView different for each MoneySource subclass. What if I define a category on MoneySource @interface MoneySource (ListItemView) - (Class)listItemViewClass; @end And then override it for each concrete sublcass of MoneySource, returning suitable view class. @implementation CellularAccount (ListItemView) - (Class)listItemViewClass { return [BankCardListView class]; } @end @implementation BankCard (ListItemView) - (Class)listItemViewClass { return [CellularAccountListView class]; } @end so I can ask model object about its view, not violating MVC principles, and avoiding class introspection or if constructions. Thank you!

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  • Data structures for storing finger/stylus movements in drawing application?

    - by mattja?øb
    I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL. I would like to hear what are the best methods and practices for storing strokes data. Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app. To summarize, the data structure must: be highly responsive to the movement store precise values (close in space / time) usable for rendering the strokes with complex textures (textures based on the dynamic of the stroke etc) exportable to a text file for saving/loading

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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  • How to achieve excellence in iOS Development? [on hold]

    - by Ashish Pisey
    I have been developing iOS apps for six months now and every day i find something new and exciting to learn. i feel blessed with apple docs and 3rd party APIs.I have four apps on the App Store.i have tried almost all the basic core features of iOS except core-data. MY recent interests are dynamic UI,physics(sprite kit) and social apps.As i feel lost in vast pool of knowledge,i would like to know from you expert iOS developers, what particular features should i concentrate on for the future? should i try opengl-es for 3d gaming for 64 bit processors or stick to basic 2d physics gaming for some time or the evergreen social apps category ? appreciate your help, thanx

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  • Game Development Resources? [closed]

    - by stas
    I want to make an iPhone game and I was wondering if somebody could point me to some resources. Before you rage and close this, I am not looking for just a tutorial on programming, I could just google that. I need to find a tutorial on how to actually make a game, as in how to organize your code, what type of methods to run in separate threads, how to manage these threads in a game, etc. I already know everything I need; I can write a physics engine from scratch, I can write a 3D graphics pipeline from scratch, and so on. What I cannot figure out is how to combine all of this knowledge into correctly and efficiently making a game. Obviously for this one would probably go to college, but seeing as I am still in high school, that is not an option. If anyone would know some tutorials or resources, any pointers would be appreciated.

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  • Designing object oriented programming

    - by Pota Onasys
    Basically, I want to make api calls using an SDK I am writing. I have the following classes: Car CarData (stores input values needed to create a car like model, make, etc) Basically to create a car I do the following: [Car carWithData: cardata onSuccess: successHandler onError: errorHandler] that basically is a factory method that creates instance of Car after making an API call request and populating the new Car class with the response and passes that instance to the successHandler. So "Car" has the above static method to create that car, but also has non-static methods to edit, delete cars (which would make edit, delete API calls to the server) So when the Car create static method passes a new car to the successHandler by doing the following: successHandler([[Car alloc] initWithDictionary: dictionary) The success handler can go ahead and use that new car to do the following: [car update: cardata] [car delete] considering the new car object now has an ID for each car that it can pass to the update and delete API calls. My questions: Do I need a cardata object to store user inputs or can I store them in the car object that would also later store the response from all of the api calls? How can I improve this model? With regards to CarData, note that there might be different inputs for the different API calls. So create function might need to know model, make, etc, but find function might need to know the number of items to find, the limit, the start id, etc.

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • Changing location after CommitAnimations

    - by Will Youmans
    I'm using the following code to move a UIImageView: shootImg.image = [UIImage imageNamed:@"Projectile Left 1.png"]; [UIView beginAnimations:nil context:nil]; shootImg.center = CGPointMake(shootImg.center.x+1000, shootImg.center.y); [UIView commitAnimations]; This works but what I want to do is after [UIView CommitAnimations]; I want to set the location of shootImg using CGPointMake. If I just put it after commitAnimations then the animation doesn't fully complete. Any suggestions? I'm not using any frameworks like cocos2d and if you need to see any more code just ask.

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  • iOS NSError with global handler

    - by Sebastian Dressler
    I am in the beginning of programming an iOS app. Having read the Apple guides on how to deal with errors, I got the following most important points: Exceptions are for programmers Use NSError for the user Now, NSError is usually passed as out-argument which can then be used inside and has to be checked by the caller. However, I'm asking myself whether it is a good idea to use a global error handler, say a singleton which wraps around NSError and could be used to trigger errors and error handling from within the called function. Is there anything against that method or would it be a bad practice?

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