Your code is not working for me.
1) iOS 4.3, Target 4.3
2) iOS 5.1, Target 5.1
I am testing on simulator, because I do not have iPhone. Maybe I'm not doing right and wrong sprites placed on iPhones?
bool CDecoration::Create( const char* texture, float fX, float fY, int iDepth /*= 10*/ )
{
m_iImage = agk::LoadImage ( texture );
m_iSprite = agk::CreateSprite ( m_iImage );
agk::SetSpritePosition ( m_iSprite, fX, fY );
agk::SetSpriteDepth ( m_iSprite, iDepth );
return true;
}
void CDecoration::SetPosDown ()
{
float fY = m_fDeviceHeight - agk::GetSpriteHeight( m_iSprite );
agk::SetSpriteY( m_iSprite, fY );
}
CVector2& CDecoration::GetPosition()
{
m_Position = CVector2( agk::GetSpriteX( m_iSprite ), agk::GetSpriteY( m_iSprite ) );
return m_Position;
}
void CSprite::SetScreenCenter ()
{
m_Position.X = ( float(agk::GetDeviceWidth ()) - agk::GetSpriteWidth ( m_iSprite ) ) * 0.5f;
m_Position.Y = ( float(agk::GetDeviceHeight ()) - agk::GetSpriteHeight ( m_iSprite ) ) * 0.5f;
agk::SetSpritePosition ( m_iSprite, m_Position.X, m_Position.Y );
}
Please, help me...
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