On Wed, Feb 29, 2012 at 4:44 PM, Philippe <[email protected]> wrote:

> > Thats
>

...


> 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 ?
>
>
For the drawing point of view would be negligible.
But looks as a bit of code bloat.
If you are are trying to provide mouse click detection, probably an
approach like the one in samples\mouse_elastic_box_selection.py
can be better suited.




> > 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).
>

Don't count on that, despite what the documentation tells. With the current
code you are sure that child handlers are tried first, but thats all.


> 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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