marmalade

how to use box2d for collision detection in cocos2d-x

一笑奈何 提交于 2020-01-17 08:30:32
问题 my two sprites are roll and hero. i want to detect their collision using box2d in cocos2d-x i have got both the sprites moving on the screen (roll automatically, hero manually). all i want to do is call the function intersection(); when the two sprites collide. (sprites are declared globally in the *.h file) #include "GameScene.h" #include "HomeScene.h" USING_NS_CC; CCScene* GameScene::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::node(); // 'layer' is an autorelease

Error uploading to iOS App Store: ERROR ITMS-9000 “This bundle is invalid”

谁都会走 提交于 2020-01-13 10:16:09
问题 When we try to upload a new version of our app to Apple's App Store we get the following error in Application Loader: ERROR ITMS-9000: "This bundle is invalid. New apps and app updates submitted to the App Store must be built with public (GM) versions of Xcode 5 and iOS 7 SDK. Do not submit apps built with beta software." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage) We are already building with the latest available version of Xcode, 5.1.1 (downloaded from the Mac App Store)

Link error adding library built with Clang to iOS app built with GCC

自古美人都是妖i 提交于 2019-12-24 11:34:46
问题 I'm trying to add the Dropbox Sync API (v1.1.2) to an iOS app built with Marmalade (v6.3). I'm getting the following link error: Undefined symbols for architecture armv7: "___udivmodsi4", referenced from: _sqlite3BitvecSet in libDropbox.a(sqlite3.o) _sqlite3BitvecClear in libDropbox.a(sqlite3.o) _sqlite3BitvecTest in libDropbox.a(sqlite3.o) ld: symbol(s) not found for architecture armv7 Googling for pertinent parts of that error message finds a number of users of a certain SQLCipher library

Choosing 3D Engine for iOS in C++

痴心易碎 提交于 2019-12-24 07:04:14
问题 Good day. Currently I'am looking for 3D engine for iOS written on C++ as powerful as Marmalade and I don't know which to choose. Why C++? I need it to be crossplatform (for future plans). Why not Marmalade? If I'll use Marmalade it means that I can't anymore use my favorite Objective-C libraries and frameworks. I want to make interface/network/all using XCode and just one screen will contain 3D scene (and I need to do many things here. Shaders, CSG, texture masking, boolean operations,

Marmalade: better using Cocos2d-x v.2 or Cocos2d-x v.1?

我与影子孤独终老i 提交于 2019-12-23 02:52:22
问题 we are developing a game using Marmalade SDK and Cocos2d-x version 1.0.1-x-0.13.0 beta (2012-03-29). At the time we started working on the game, this version of Cocos2d-x was the only one to include marmalade platform support, so it was a forced choice, but currently it seems that also cocos2d-2.1beta3-x-2.1.0 has added the support for marmalade. Now we are trying to evaluate if it is worth to replace in our project the old version of cocos2d-x with the newer one and I'd appreciate the point

Pushing local objects into a list

有些话、适合烂在心里 提交于 2019-12-23 01:49:13
问题 I have a class class Invader { public: Invader(); ~Invader(); public: void Init(InvaderTypes invadertype, CIw2DImage *AlienImage); void Update(float dt); void Render(); void SetAlienImage(CIw2DImage *image){ ImageAlien = image; } void setVisible(bool show) { Visible = show; } bool isVisible() const { return Visible; } Iw2DSceneGraph::CSprite *AlienSprite; Iw2DSceneGraph::CAtlas *AlienAtals; CIw2DImage *ImageAlien; std::list<Bullet*> *Bullets; CIwFMat2D Transform; // Transform matrix bool

Marmalade Mobile App Development - Is Marmalade a Good Choice? [closed]

◇◆丶佛笑我妖孽 提交于 2019-12-22 07:03:28
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 7 years ago . I’ve got some apps on the cards, my target platform of choice is Android, however I’m aware that there are some SDK’s around

OpenGL ES - glReadPixels

爷,独闯天下 提交于 2019-12-22 04:06:59
问题 I am taking a screenshot with glReadPixels to perform a "cross-over" effect between two images. On the Marmalade SDK simulator, the screenshot is taken just fine and the "cross-over" effect works a treat: However, this is how it looks on iOS and Android devices - corrupted: (source: eikona.info) I always read the screen as RGBA 1 byte/channel, as the documentation says it's ALWAYS accepted. Here is the code used to take the screenshot: uint8* Gfx::ScreenshotBuffer(int& deviceWidth, int&

ELPA/Marmalade reports “cannot open load file” for ~/.emacs.d/elpa/archives/-pkg

核能气质少年 提交于 2019-12-21 12:14:18
问题 I have installed Marmalade and downloaded some interesting packages. But now, when I start Emacs I get this error: Cannot open load file: c:/Documents and Settings/Carlos/Datos de programa/.emacs.d/elpa/archives/-pkg If I use --debug-init , I get: Debugger entered--Lisp error: (file-error "Cannot open load file" "c:/Documents and Settings/Carlos/Datos de programa/.emacs.d/elpa/archives/-pkg") load("c:/Documents and Settings/Carlos/Datos de programa/.emacs.d/elpa/archives/-pkg" nil t) (if

Exception Handling doesn't work

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-13 05:51:04
问题 I am trying to use try-catch blocks to handle a divide-by-zero exception in marmalade, but I guess marmalade overrides c++ exception handling, so it's not working. I've searched on the forums and the solution seems to be that I have to add one option in the mkb as explained in this post. options { enable-exceptions=1 } I already tried adding it, but it's not working too. Is there any way I can handle this exception? 回答1: If you are writing an extension for the marmalade exceptions will not