cocos2dx-win8's Issues
cannot run sample project on device
getting errors of pch file when running on device
sample error:
error C1083: Cannot open precompiled header file: 'ARM\Debug\tests.pch': No such file or directory C:\Users\Muzzammil Mahmud\Downloads\cocos2dx-win8-wp8\cocos2dx-win8-wp8\Box2D\Collision\b2BroadPhase.cpp
while the same code runs well on simulator
installing "Cocos2dx-win8-vs2012-Template" failed.
Environment:
Win8 Release Preview
VS2012 RC Professional (build_no: 11.0.50522.1 RCREL)
the installer say:
安装已停止,原因是 ProjectType 值的目录不存在。对于您所安装的 Visual Studio,该项目类型无效。
btw: I think u can read Chinese. it looks likely vs2012 met invalid ProjectType.
I saw u just updated that file a few days ago. Hope reslv soon. dev branch.
CCNotificationCenter is unable to post notifications for cocos2x-2.1.0-wp8-alpha-2.0
When you postnotification by using the method below
void CCNotificationCenter::postNotification(const char name, CCObject *object)
{
CCObject obj = NULL;
CCARRAY_FOREACH(m_observers, obj)
{
CCNotificationObserver* observer = (CCNotificationObserver*) obj;
if (!observer)
continue;
CCLOG("observerName: %s", observer->getName());
if (!strcmp(name,observer->getName()))
observer->performSelector(object);
}
}
observer->getName() always gives an empty string. When I went through the constructor of CCNotificationObserver in m_name it places a garbage value and I believe this bug was reported and one forgot to fix it
CCNotificationObserver::CCNotificationObserver(CCObject *target,
SEL_CallFuncO selector,
const char *name,
CCObject *obj)
{
m_target = target;
m_selector = selector;
m_object = obj;
m_name = new char[strlen(name)+1];
memset(m_name,0,strlen(name)+1);
string orig (name);
//bug fix me orig.copy(m_name,strlen(name),0);
}
CCUserDefaults crashes when reading a non existing string
CCUserDefaults crashes when on first startup of the app it tries to read a non existing stringvalue (other types work ok). Passing a default value does not seem to make a difference.
Animation runs slowly on a sprite despite setting CCAnimation object's setDelayperUnit to lowest value
Bug: I have created a simple coin animation that executes perfectly but the delay between the frames remains the same whether I have set the delayPerUnit. Infact the delay is quite low and the frames changed very slowly. Here is my sample code that I have tried with and without CCSpriteBatchNode the results are the same.
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("coin-sprite-sheet.plist");
CCSpriteBatchNode * batchNode = CCSpriteBatchNode::create("coin-sprite-sheet.png");
this->addChild(batchNode);
CCArray * spriteFrames = CCArray::create(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-1.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-2.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-3.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-4.png"),
NULL);
CCAnimation* animation = CCAnimation::createWithSpriteFrames(spriteFrames);
animation->setDelayPerUnit(0.6); <---- change here to any value no effect
CCSprite * sprite_ = CCSprite::createWithSpriteFrameName("coin-1.png");
sprite_->setPosition(ccp(size.width/2,size.height/2));
batchNode->addChild(sprite_, 10);
CCRepeatForever * rep = CCRepeatForever::create(CCAnimate::create(animation, true));
sprite_->runAction(rep);
I believe it's a bug in cocos2dx-WindowsPhone. And on cocos2dx-Windows ccanimate action never runs and crashes. I am using currently this http://github.com/qima/cocos2d-windowsphone and also cocos2d-Windows for api 2.1. Please have you added a fix for this issue.
WP8 OnScreen keyboard does not show
The WP8 onscreen keyboard does not show when attaching IME.
ProgressActionsTest - flickering/incorrect animation on the simulator
Hi,
Tests app is started on the Simulator, its display settings = 10.6" 1366x768.
ProgressActionsTest are started, and right animation is wrong - there is flickering and sometime even image is visible wrong (much taller than should be).
Screenshoots:
Right behaviour:
I have not seen such problem on the local machine.
How to close game
Hi:
i am new in cocos2dx and i have a issue i want to exit game when i click exit button in game pleases help
Thanks in advance
CClabelTFF sometimes not recognized .ttf fonts for windows 8
Some ttf fonts are not loaded correctly by the cocos2dx branch for windows 8. If you check out the "Font test" in tests project. You will notice that only "a damn mess.ttf", "Abberancy.ttf" and "Scissors Cuts.ttf" works correclty. While "Marker Felt.ttf" for example is never displayed correctly. If you check out their font properties like for "A damn mess.ttf", its all names like PS-name, fullname, family name have the same entry as "A damn mess" while for "Marker Felt.ttf" its different.
CCLabelBMFont crash
On WP8 CCLabelBMFont crashes when you initialize it with a string that just contains a . (due to the creation of a texture with 0 height).
some sprite issues about wp8
when i write sprite for wp8 ,it can not runAction ,and the program will flash quit ,how i can solve it?
How to use cocos 2dx 2.1.1 for windows 8 and windows phone 8
Hi, please tell how to use cocos2d-x 2.1.1 for windows 8 and windows phone 8 app development
Rename Audio class to XAudio2Engine
Could you rename the Audio class used by the SimpleAudioEngine to XAudio2Engine?
As the very generic Audio name is bound to conflict with other generic audio classes.
I already did it locally and can provide you with the code (renamed Audio class and updated SimpleAudioEngine class), if you're interested.
Kind regards,
Michaël
view change
please check this topic! http://www.cocos2d-x.org/boards/6/topics/14487
ccDrawPoly fill parameter doesn't work
The 'fill' parameter isn't even referenced:
void ccDrawPoly(const CCPoint *poli, int numberOfPoints, bool closePolygon, bool fill)
{
if (closePolygon)
{
ccVertex2F* vertices = new ccVertex2F[numberOfPoints+1];
for (int i=0;i<numberOfPoints;i++)
{
vertices[i].x = poli[i].x * CC_CONTENT_SCALE_FACTOR();
vertices[i].y = poli[i].y * CC_CONTENT_SCALE_FACTOR();
}
vertices[numberOfPoints].x = poli[0].x * CC_CONTENT_SCALE_FACTOR();
vertices[numberOfPoints].y = poli[0].y * CC_CONTENT_SCALE_FACTOR();
CCDrawingPrimitive::Drawing(vertices, numberOfPoints+1,DrawingPolyClosed);
}
else
{
ccVertex2F* vertices = new ccVertex2F[numberOfPoints];
for (int i=0;i<numberOfPoints;i++)
{
vertices[i].x = poli[i].x * CC_CONTENT_SCALE_FACTOR();
vertices[i].y = poli[i].y * CC_CONTENT_SCALE_FACTOR();
}
CCDrawingPrimitive::Drawing(vertices, numberOfPoints,DrawingPolyOpened);
}
}
Cocos2dx doesn't works well on device(lumia 920)
DirectXRender::m_dwriteFactory - IDWriteFactory1 or IDWriteFactory?
By DirectXRender.h - m_dwriteFactory should be IDWriteFactory1
https://github.com/cocos2d-x/cocos2dx-win8/blob/master/cocos2dx/platform/win8_metro/DirectXRender.h#L87 :
Microsoft::WRL::ComPtr<IDWriteFactory1> m_dwriteFactory;
But it seems that it is initialized as IDWriteFactory (not IDWriteFactory1)
https://github.com/cocos2d-x/cocos2dx-win8/blob/master/cocos2dx/platform/win8_metro/DirectXRender.cpp#L107 :
__uuidof(IDWriteFactory),
And if specific IDWriteFactory1 methods will be called - there might be some problems.
So I think or m_dwriteFactory should be changed to IDWriteFactory, or it should be initialized as IDWriteFactory.
call CCRenderTexture's method "clear"
hi, call
rtx->clear(1.0f, 1.0f, 1.0f, 0.0f);
will make a black texture. not a transparent texture.
dev branch.
win8 rc.
vs2012 rc
Help Installing cocos2dx-win8 on Visual Studio 2012 express
Hi,
I am stuck trying to install the Cocos2dx-win8-vs2012-Template for Visual Studio Express 2012.
Pleas any help on how I should get this fixed?
Thanks in advance
NDEBUG preprocessor command => black screen
On WP8 when I compile a release build with the NDEBUG preprocessor command; the screen on my WP8 device stays black. This can also be tested in the simulator by just adding the NDEBUG macro to the Win32 debug build.
Unable to read plist into CCArray
Reading a plist into the CCArray returns a Null value. After debugging into the code I found out it is unable to read data into the buffer. An asset like .png works perfectly.
the code is simple, it works on other branch.
const char *path = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("BatchNode.plist");
CCArray * parray = CCArray::createWithContentsOfFile(path);
// read the file from hardware
hFile = ::CreateFile2(path.c_str(), GENERIC_READ, FILE_SHARE_READ, OPEN_EXISTING, &extendedParams);
if (INVALID_HANDLE_VALUE == hFile) {
break;
}
In above code present in CCFileUtils_win8_metro.cpp it returns 0xffffff and breaks so no data is read to the Buffer. So the buffer is never parsed to store data in the CCArray object and thus gets NULL value.
CCLabelTTF on WP8
Several problems with CCLabelTTF:
- using a or a "." in a text results in a weird change in the labels boundingbox.height (it gets higher). The result is that the positioning of labels with a space in them is incorrect and unpredictable.
- CCLabelTTF sometime uses the completely wrong font and wrong font size. This usually happens in my game after having changed the label contents several times (I cannot use CCLabelBMFont due to performance issues on WP8). I have about 30 labels on screen that regularly change.
- other than the second bullet: extensive use in CCLabelTTF in a scene results in a crash (out of memory).
pls provide a dx method for setting line width
hi, would u pls provide a new method for setting line-width.
opengl's method glLineWidth() can't work on win8.
CCLabelBMFont performance
On Win8 and on WP8 I encounter terrible performance problems when using CCLabelBMFonts (when using about 30 labels on screen, FPS decreases to a slidshow level).
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