cocos2d iPhoneで、マルチとして、ひとつのレイヤをタップの移動量によりスクロールさせようとすると、移動量に比例して黒い四角が表示されてしまうのですが、解決策は無いでしょうか?シミュレーターでは不具合なく、実機で試すと出てしまうんです。><
cocos2d iPhoneで、マルチとして、ひとつのレイヤをタップの移動量によりスクロールさせようとすると、移動量に比例して黒い四角が表示されてしまうのですが、解決策は無いでしょうか?シミュレーターでは不具合なく、実機で試すと出てしまうんです。><
//// AppDelegate.m// scrollTest//// Created by admin on 11/09/05.// Copyright __MyCompanyName__ 2011年. All rights reserved.//#import "cocos2d.h"#import "AppDelegate.h"#import "GameConfig.h"#import "HelloWorldLayer.h"#import "RootViewController.h"@implementation AppDelegate@synthesize window;- (void) removeStartupFlicker{//// THIS CODE REMOVES THE STARTUP FLICKER//// Uncomment the following code if you Application only supports landscape mode//#if GAME_AUTOROTATION == kGameAutorotationUIViewController// CC_ENABLE_DEFAULT_GL_STATES();// CCDirector *director = [CCDirector sharedDirector];// CGSize size = [director winSize];// CCSprite *sprite = [CCSprite spriteWithFile:@"Default.png"];// sprite.position = ccp(size.width/2, size.height/2);// sprite.rotation = -90;// [sprite visit];// [[director openGLView] swapBuffers];// CC_ENABLE_DEFAULT_GL_STATES();#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController}- (void) applicationDidFinishLaunching:(UIApplication*)application{/*// Init the windowwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];// Try to use CADisplayLink director// if it fails (SDK < 3.1) use the default directorif( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )[CCDirector setDirectorType:kCCDirectorTypeDefault];CCDirector *director = [CCDirector sharedDirector];// Init the View ControllerviewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];viewController.wantsFullScreenLayout = YES;//// Create the EAGLView manually// 1. Create a RGB565 format. Alternative: RGBA8// 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition////EAGLView *glView = [EAGLView viewWithFrame:[window bounds]pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8depthFormat:0 // GL_DEPTH_COMPONENT16_OES];// attach the openglView to the director[director setOpenGLView:glView];// // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices// if( ! [director enableRetinaDisplay:YES] )// CCLOG(@"Retina Display Not supported");//// VERY IMPORTANT:// If the rotation is going to be controlled by a UIViewController// then the device orientation should be "Portrait".//// IMPORTANT:// By default, this template only supports Landscape orientations.// Edit the RootViewController.m file to edit the supported orientations.//#if GAME_AUTOROTATION == kGameAutorotationUIViewController[director setDeviceOrientation:kCCDeviceOrientationPortrait];#else[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];#endif*/CC_DIRECTOR_INIT();CCDirector *director = [CCDirector sharedDirector];if( ![director enableRetinaDisplay:YES] )CCLOG(@"Retina Display Not supported");[director setDeviceOrientation:kCCDeviceOrientationPortrait];[director setAnimationInterval:1.0/60];[director setDisplayFPS:YES];// make the OpenGLView a child of the view controller// [viewController setView:glView];// make the View Controller a child of the main window[window addSubview: viewController.view];[window makeKeyAndVisible];// Default texture format for PNG/BMP/TIFF/JPEG/GIF images// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565// You can change anytime.[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];// Removes the startup flicker[self removeStartupFlicker];// Run the intro Scene[[CCDirector sharedDirector] runWithScene: [HelloWorldLayer scene]];}- (void)applicationWillResignActive:(UIApplication *)application {[[CCDirector sharedDirector] pause];}- (void)applicationDidBecomeActive:(UIApplication *)application {[[CCDirector sharedDirector] resume];}- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {[[CCDirector sharedDirector] purgeCachedData];}-(void) applicationDidEnterBackground:(UIApplication*)application {[[CCDirector sharedDirector] stopAnimation];}-(void) applicationWillEnterForeground:(UIApplication*)application {[[CCDirector sharedDirector] startAnimation];}- (void)applicationWillTerminate:(UIApplication *)application {CCDirector *director = [CCDirector sharedDirector];[[director openGLView] removeFromSuperview];[viewController release];[window release];[director end];}- (void)applicationSignificantTimeChange:(UIApplication *)application {[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];}- (void)dealloc {[[CCDirector sharedDirector] end];[window release];[super dealloc];}@end