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Cocos2d for iOS and OS X, built using Objective-C

Results 102 cocos2d-objc issues
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If the anchorPoint property of CCLabelBMF is set to ccp(0.5f, 1.0f), the text is left aligned regardless of the text alignment property used.

Bug

This is a multifold request to improve working with actions: - add string keys to actions (in addition to tags?) - an improved runAction: that allows to specify key (and/or...

Please add in min and maxDist variables to CCPhysicsSlideJoint. For example: in CCPhysicsJoint.h /// @name Accessing Physics Joint Attributes /*\* Maximum allowed distance between anchor points */ @property(nonatomic, readwrite) CGFloat...

Enhancement

For example, try to change a static body's type to dynamic in a collision callback or other callback where chipmunk space is locked: ``` node.physicsBody.type = CCPhysicsBodyTypeDynamic; node.physicsBody.affectedByGravity = YES;...

Bug

This code: ``` CCNode *sprite1 = [CCNode node]; CCNode *sprite2 = [CCNode node]; [sprite2 addChild:sprite1]; [sprite1 addChild:sprite2]; ``` produces an `EXC_BAD_ACCESS` error with a massive, 37,400-deep stack trace. It looks...

Enhancement

There's a strange bug. 1.Create a cocos2d v3.x project with "cocos2d iOS" 2.In "IntroScene.m", find "-(id)init" function, and add the following lines under "[self addChild:helloWorldButton];" ``` //************** under [self addChild:helloWordButton];...

Needs testing

A way to get multiple children of the same name, optionally recursive, is what I could have used a few times already. Something like: `-(NSArray*) getChildrenByName:(NSString*)name recursively:(BOOL)recursive;`

Enhancement

http://www.cocos2d-iphone.org/forums/topic/ccdirector-shareddirector-secondsperframe-returns-value-of-zero/ [CCDirector calculateMPF] is only called when the stats label is shown. Should just call it all the time perhaps? Either that or remove the CCDirector.secondsPerFrame property.

Bug
Low prio

stateChanged the code calls stopAllActions on the _label, but fails to call stopAllActions on _background. Adding [_background stopAllActions]; at line 324 fixes the problem.

Bug
Needs testing

Not sure if this is an issue, but looks like one to me. For example, if you turn on debug for bodies in NewtonScene and scale NewtonSphere - you'll see...

Bug