cocos2d iphone - Kobold2d: KKInput anyTouchEndedThisFrame -


the anytouchendedthisframe must buggy i´ve tried now, , reckonize touch that´s ended if move finger, if touch , let go @ same spot not reckonize it, if wrong please correct me

-(void) moveobjecttonewposition:(kkinput *)input {     if (input.anytouchendedthisframe) {         [self touchesended:[input locationofanytouchinphase:kktouchphaseany]];      } if (input.anytouchbeganthisframe) {         [self touchesbegan:[input locationofanytouchinphase:kktouchphasebegan]];     } 

it has never worked me, should implement method simple use

-(void) cctouchesbegan:(nsset *)touches withevent:(uievent *)event {      nsset *alltouches = [event alltouches];     uitouch * touch = [[alltouches allobjects] objectatindex:0];      cgpoint location = [touch locationinview: [touch view]];     location = [[ccdirector shareddirector] converttogl:location];  }  -(void) cctouchesmoved:(nsset *)touches withevent:(uievent *)event {  }  -(void) cctouchesended:(nsset *)touches withevent:(uievent *)event {  } 

and add init this:

[self settouchenabled:yes]; 

Comments

Popular posts from this blog

c# - DetailsView in ASP.Net - How to add another column on the side/add a control in each row? -

javascript - firefox memory leak -

Trying to import CSV file to a SQL Server database using asp.net and c# - can't find what I'm missing -