> Thats a limited point of view. If you place a sprite in (0, 0) of a Layer, > it may be the bottom left window's corner or not, because the layer > position, rotation and scale can be anything. You will find it funny, but I never thought about shifting the position of a layer. For me, a Layer was suppose to cover the window from 0,0. Like the picture from the doc http://cocos2d.org/doc/programming_guide/layers.png
I will rewrite a bit my stuff with more Layers. Is there a cost, in term of permormance for switching 20 sprites to 20 layers ? > It can be reasonable that the reactions to IO will be handled by the object > controlled by the human player, but that not necessarily means that Sprite > must catch the event. > ... I understand your view. It's also link to how cocos propagates events (back to front). I was use to do it the other way before (front to back). then, catching event in the front sprites was nice. I will try to follow cocos philosophy ! But the result is a long on_mouse_press() function. needs to check a lot of self.contains > If you replace in your script the line > director.window.pop_handlers() > with > director.window.remove_handlers(self) > the double call does not happen, but I don't know if something else will > broke.( Feel free to try and report :) ) I tried it in my sample. switching from one scene to other again and again. the event was correctly handled always. http://pastebin.com/FE7VxcPK > by the way, how can I help improving cocos2D ? > Multiple ways: > ... I will try to post something about using one .svg for all the assets. Or communication between 2 cocos application. -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
