Comments (5)
The FancyJoystick class it self is actually compatible with v3.1. But in v3.1, to make it work, you need to add the joystick object as a child to a regular CCNode since there is no need for CCSpriteBatchNode in v3.1.
from fancy-schmancy-joystick.
hmm, yeah thats what i did, but it didnt load the joystick..just the spritesheet, and put it onscreen.
I guess i am doing it wrong then...but how can i load the object when it was :
_batch = [CCSpriteBatchNode batchNodeWithFile:@"joystick.png"];
[self addChild:_batch];
do you mean something like this ? :
CCNode *joyst = [FancyJoystick alloc] init];
[self addchild: joyst]; //in my main scene.
(sorry not in front of a mac to test it...cant wait till tomorrow lol)
from fancy-schmancy-joystick.
Yes, either replace the CCSpriteBatchNode with a CCNode or add the joystick to self and it should work.
from fancy-schmancy-joystick.
Yup that fixed it. Made a ccnode and add the _joystick as its child. Now they are happy playing in the backyard :P
Thanks, and thanks for this lovely joystick :)
from fancy-schmancy-joystick.
Glad you like it, let me know if you publish any app that uses it!
from fancy-schmancy-joystick.
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