Reputation: 571
Straight to the point, I have a class which is basically inherited from CCLayer and has 2 sprites as children.
some_layer.h
@interface some_layer : CCLayer {
CCSprite *back;
CCSprite *front;
}
some_layer.mm
// on "init" you need to initialize your instance
-(id) init
{
if( (self=[super init])) {
back = [CCSprite spriteWithFile:@"back.png"];
front = [CCSprite spriteWithFile:@"front.png"];
[front setOpacity:0];
[self addChild:back];
[self addChild:front];
//this is after modification
back.positionInPixels = CGPointMake(winSizeInPixels.width/2,winSizeInPixels.height/2);
front.positionInPixels = CGPointMake(winSizeInPixels.width/2,winSizeInPixels.height/2);
}
return self;
}
//after the edit
-(void) setPositionInPixels:(CGPoint)positionInPixels {
[super setPositionInPixels:CGPointMake(positionInPixels.x -(winSizeInPixels.width/2), positionInPixels.y -(winSizeInPixels.height/2))];
}
-(void) setPosition:(CGPoint)position {
[super setPosition:CGPointMake(position.x -(winSize.width/2), position.y -(winSize.height/2))];
}
Of course that is not all the implementation of the layer, but that code is the only one related to the problem, let me know if you think you need more.
Now in some part of the parent layer am trying to do this
float x = winSizeInPixels.width/2;
float y = winSizeInPixels.height/2;
[self setPositionInPixels:CGPointMake(x, y)];
mylayer = [[some_layer alloc] init];
[mylayer setPositionInPixels:CGPointMake(-offset, -offset)];
[self addChild:mylayer];
[mylayer runAction:[CCEaseInOut actionWithAction:[CCRotateTo actionWithDuration:speed*20 angle:angle] rate:4]];
The output of this code, is that I can see the sprites rotating, but not around the center of some_layer, I want them to rotate and stay in their place (rotate around themselves), what am trying to do is rotate, scale them at the same time while keeping their positions the same on screen,
The sprites are keeping in rotating around some random point ( Maybe around parent of their parent which is self in the last code )
BTW, I'm not touching the sprites back and front positions, I only deal with that "some_layer", I tried setting their positions to (0,0)
The only time the position of "some_layer" is correct is when it's rotation angle is 0, and it's scale is 1.0, if there's something unclear please let me know, thanks a lot, I can provide some screen shots
Edit : I modified the code above, it works properly as a workaround, but I think this is not the right way of doing it!!! Please check the comments, I don't know what's strange happening!!
Thank you!
Edit 2: Answer found
Answer to my self
Add this to the init method of some_layer.mm
[self setContentSize:CGSizeMake(0, 0)];
Thanks for everyone who tried to help me :)
Analysing the code is the best solution!
BTW I deleted the overridden methodes for both setPos and deleted the code that changes the Sprites positions, it's like this now
// on "init" you need to initialize your instance
-(id) init
{
if( (self=[super init])) {
back = [CCSprite spriteWithFile:@"back.png"];
front = [CCSprite spriteWithFile:@"front.png"];
[front setOpacity:0];
[self addChild:back];
[self addChild:front];
[self setContentSize:CGSizeMake(0, 0)];
}
return self;
}
Upvotes: 0
Views: 1573
Reputation: 695
Are you setting some anchorPoint for the Layer or Sprite which you are using. if yes then please check that the anchor point should be set at center :
someSprite.anchorPoint=ccp(0.5,0.5);
For more details : http://www.qcmat.com/understanding-anchorpoint-in-cocos2d/
Upvotes: 1