I am trying to get CCScrollLayer to work in my cocos2d app, but it won't scroll.
Here is what I did:
Using the cocos2d template, created a iOS cocos2d project. Added the CCScrollLayer files, and imported into my HelloWorldLayer class. Added a method "layerWithLevelName" to create the layers.
In init, I created a few layers for testing. Below is the code for my HelloWorldLayer implementation. It is very basic, as I am just trying to get some layers to scroll.
#
// HelloWorldLayer implementation
#import "HelloWorldLayer.h"
#import "CCScrollLayer.h"
@implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
// return the scene
return scene;
}
-(CCLayer*) layerWithLevelName:(NSString*)name number:(int)number screenSize:(CGSize)screenSize
{
CCLayer *layer = [[[CCLayer alloc] init]autorelease];
int largeFont = [CCDirector sharedDirector].winSize.height / 9;
CCLabelTTF *layerLabel = [CCLabelTTF labelWithString:name fontName:@"Marker Felt" fontSize:largeFont];
layerLabel.position = ccp( screenSize.width / 2 , screenSize.height / 2 + 10 );
layerLabel.rotation = -6.0f;
layerLabel.color = ccc3(95,58,0);
[layer addChild:layerLabel];
return layer;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init]))
{
// ask director the the window size
NSMutableArray* _layers = [[NSMutableArray alloc]init];
CGSize screenSize = [CCDirector sharedDirector].winSize;
for (int i=0; i<3; i++)
{
int number = i;
NSString* name = [[NSString alloc]initWithFormat:@"level%d",i];
CCLayer* layer = [self layerWithLevelName:name number:number screenSize:screenSize];
[_layers addObject:layer];
[name release];
}
// Set up the swipe-able layers
CCScrollLayer *scroller = [[CCScrollLayer alloc] initWithLayers:_layers
widthOffset:230];
[self addChild:scroller];
// [scroller selectPage:0];
[scroller release];
[_layers release];
}
return self;
}
- (void) dealloc
{
[super dealloc];
}
@end
If you run the code, you will find that you can see the levels / scroll layer --> It seems to have loaded properly. But you can't scroll. What have I forgotten to do? What am I doing wrong?
EDIT: I am using cocos2d-iphone 1.1beta2
It seems that this is an issue with 1.1beta2.
A temporary workaround is to set scroller.stealTouches = NO;
I don't know what other side effects this has though.
EDIT:
Fix: Use updated CCTouchDispatcher files:
https://github.com/cocos2d/cocos2d-iphone/blob/develop/cocos2d/Platforms/iOS/CCTouchDispatcher.m and corresponding .h file https://github.com/cocos2d/cocos2d-iphone/blob/develop/cocos2d/Platforms/iOS/CCTouchDispatcher.h