cocos2d + Accelerometer issue
I finished my game (cocos2d) but when I make an archive (from xcode product->Archive) then click on share (to get game.api) then put it in the itunes and sync to my iphone the accelerometer it seem that it didn't work I tested the game in 5 devices and it didn't work, the ship always in fix place and it didn't move, But if I click build and go from the xcode it work properly on all the developer devices I use the code below :
inside the init
- (id)init
{
if ((self = [super init]))
{
self.isAccelerometerEnabled = YES;
[self scheduleUpdate];
}
accelerometer handeler:
- (void)accelerometer:(UIAccelerometer *)accelerometer
didAccelerate:(UIAcceleration *)acceleration {
#define kFilteringFactor 0.1
UIAccelerationValue rollingX, rollingY, rollingZ;
rollingX = (acceleration.x * kFilteringFactor) +
(rollingX * (1.0 - kFilteringFactor));
rollingY = (acceleration.y * kFilteringFactor) +
(rollingY * (1.0 - kFilteringFactor));
rollingZ = (acceleration.z * kFilteringFactor) +
(rollingZ * (1.0 - kFilteringFactor));
float accelX = acceleration.x - rollingX;
CGSize winSize = [CCDirector sharedDirector].winSize;
#define kRestAccelX 0.6
#define kShipMaxPointsPerSec (winSize.height*0.5)
#define kMaxDiffX 0.2
float accelDiffX = kRestAccelX - ABS(accelX);
float accelFractionX = accelDiffX / kMaxDiffX;
float pointsPerSecX = kShipMaxPointsPerSec * accelFractionX;
_shipPointsPerSecY = pointsPerSecX;
}
ship position:
- (void)updateShipPos:(ccTime)dt {
CGSize winSize = [CCDirector sharedDirector].winSize;
float maxY = winSize.height - _ship.contentSize.height/2;
float minY = _ship.contentSize.height/2;
float newY ;
(isYAxisInverted) ? newY = _ship.position.y + (-_shipPointsPerSecY * dt) : newY = _ship.position.y + (_sh开发者_高级运维ipPointsPerSecY * dt);
newY = MIN(MAX(newY, minY), maxY);
_ship.position = ccp(_ship.position.x, newY);
}
and in the update :
- (void)update:(ccTime)dt {
...
[self updateShipPos:dt];
...}
the solution is to replace:
UIAccelerationValue rollingX;
by
UIAccelerationValue rollingX = 0, rollingY = 0, rollingZ = 0;
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