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Cocos2d-x for Windows Phone, built using C++
When we use any .ttf font, the space between some characters is not always the same. same font file works perfectly for android and ios
You said that most test cases are passed in TestCpp. But it seems that you forgot to commit TestCpp into this repo.
Bug: I have created a simple coin animation that executes perfectly but the delay between the frames remains the same whether I have set the delayPerUnit. Infact the delay is quite low and the frames changed very slowly. Here is my sample code that I have tried with and without CCSpriteBatchNode the results are the same.
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("coin-sprite-sheet.plist");
CCSpriteBatchNode * batchNode = CCSpriteBatchNode::create("coin-sprite-sheet.png");
this->addChild(batchNode);
CCArray * spriteFrames = CCArray::create(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-1.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-2.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-3.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-4.png"),
NULL);
CCAnimation* animation = CCAnimation::createWithSpriteFrames(spriteFrames);
animation->setDelayPerUnit(0.6); <---- change here to any value no effect
CCSprite * sprite_ = CCSprite::createWithSpriteFrameName("coin-1.png");
sprite_->setPosition(ccp(size.width/2,size.height/2));
batchNode->addChild(sprite_, 10);
CCRepeatForever * rep = CCRepeatForever::create(CCAnimate::create(animation, true));
sprite_->runAction(rep);
I believe it's a bug in cocos2dx-windowsPhone. I am using currently this http://github.com/qima/cocos2d-windowsphone. Please have you added a fix for this issue.
I believe backKeyPressed() is not implemented
Crashed at directxmathmatrix.inl
: inline XMMATRIX XMMatrixMultiply()
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