akr wrote:Btw iphone prototype is now working. 1945 runs at full realtime speed! Really fun.
Are you sure?????? I'm really happy now
I am asking about rotating sprites because I am interested to implement more physics in future (chipmumks or box2d). So a rotation
around a defined point is required. Will have a look at the code. Maybe I can find the points you mentioned.
But is better finish the iPhone port of the current code first.
After that, the changes like this will works on all platforms thats have a hardware acceleration card.
Regarding joystick. Do you think joystick support is not something which is really required or is it a lot of effort?
I don't think is required for mobile devices!
Good idea to have the code as you suggested in script editor:
Vector g = getAccelInfo(); //g is a struct of x, y, z doubles
But doesnt that mean games would become incompatible? Or should we just have this function available on all plattforms?
We could
-Have that function available on all plattforms for compatibility reasons
-Return 0,0,0 if its not iphone
Any mobile phone that's hace an accelerometer will can use this function.
If the device doesn't have an accelerometer or (the case now) the accelerometer code is not ported for the other devices, we can just return (0,0,0)
My testcase 1945 seems to use filename.mid which seems to be a midi file. Am I wrong? Pls advise. You said midi isnt available in general.
The 1945 game uses a midi file. The mid playback isn't available on the Pocket PC port too. So, if you can hear the other sound effects, your port is ok
BTW, Can you send me your changes? So I can start integrating on the main code base