> 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.

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