The parallax code has been refactored to use a ParallaxNode. I've also
udpated the ParallaxDemo test. Please check it out and let me know.
Thanks, Philip

On Jan 20, 12:34 am, Lance Nanek <lna...@gmail.com> wrote:
> I tested out the debug build from the site on my G1 phone running the
> OTA Android 1.6 
> firmware:http://cocos2d-android.googlecode.com/files/Cocos2D-debug.apk
>
> AtlasSpriteTest, AtlasTest, ClickAndMoveTest, CocosNodeTest, MenuTest,
> MotionStreakTest, SceneTest, SpritesTest showed white squares where I
> would expect textures:http://i.imgur.com/3w3En.png
>
> Some of DrawPrimitivesTest works:http://i.imgur.com/Es2H7.png
>
> ParallaxTest crashed:
> W/dalvikvm( 9532): threadid=3: thread exiting with uncaught exception
> (group=0x4001da28)
> E/AndroidRuntime( 9532): Uncaught handler: thread main exiting due to
> uncaught exception
> E/AndroidRuntime( 9532): java.lang.RuntimeException: Unable to start
> activity ComponentInfo{org.cocos2d/org.cocos2d.tests.ParallaxTest}:
> java.lang.NullPointerException
> E/AndroidRuntime( 9532):        at
> android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
> 2401)
> E/AndroidRuntime( 9532):        at
> android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:
> 2417)
> E/AndroidRuntime( 9532):        at android.app.ActivityThread.access$2100
> (ActivityThread.java:116)
> E/AndroidRuntime( 9532):        at android.app.ActivityThread$H.handleMessage
> (ActivityThread.java:1794)
> E/AndroidRuntime( 9532):        at android.os.Handler.dispatchMessage
> (Handler.java:99)
> E/AndroidRuntime( 9532):        at android.os.Looper.loop(Looper.java:123)
> E/AndroidRuntime( 9532):        at android.app.ActivityThread.main
> (ActivityThread.java:4203)
> E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invokeNative
> (Native Method)
> E/AndroidRuntime( 9532):        at java.lang.reflect.Method.invoke
> (Method.java:521)
> E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit
> $MethodAndArgsCaller.run(ZygoteInit.java:791)
> E/AndroidRuntime( 9532):        at com.android.internal.os.ZygoteInit.main
> (ZygoteInit.java:549)
> E/AndroidRuntime( 9532):        at dalvik.system.NativeStart.main(Native
> Method)
> E/AndroidRuntime( 9532): Caused by: java.lang.NullPointerException
> E/AndroidRuntime( 9532):        at org.cocos2d.nodes.CocosNode.addChild
> (CocosNode.java:336)
> E/AndroidRuntime( 9532):        at org.cocos2d.tests.ParallaxTest.onStart
> (ParallaxTest.java:236)
> E/AndroidRuntime( 9532):        at
> android.app.Instrumentation.callActivityOnStart(Instrumentation.java:
> 1205)
> E/AndroidRuntime( 9532):        at android.app.Activity.performStart
> (Activity.java:3519)
> E/AndroidRuntime( 9532):        at
> android.app.ActivityThread.performLaunchActivity(ActivityThread.java:
> 2373)
> E/AndroidRuntime( 9532):        ... 11 more
> I/Process (   79): Sending signal. PID: 9532 SIG: 3
>
> RotateWorldTest:http://i.imgur.com/Nfkzv.png
>
> SpritesTest and SceneTest wouldn't start about half the time I tried
> them: "Sorry! ActivityCocos2D(in applicationCocos2D) is not
> responding." Log was this message repeated very many times:
> W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
> W/SurfaceComposerClient( 9576): lock_layer timed out (is the CPU
> pegged?) layer=1, lcblk=0x420c40a0, state=00000043 (was 00000043)
>
> I was talking to someone who usedcocos2don the iPhone recently. It
> sounded like he got a lot of great functionality without having to
> implement it himself: particle systems, sprites with acceleration/
> physics, plugins for facebook/twitter. It would be great to see it
> make it to Android. Thanks for putting in the work so far.
>
> On Jan 20, 2:13 am, Philip <philip.dese...@gmail.com> wrote:
>
>
>
> > New release fixes a bunch of problems with transitions, menus, events,
> > and sprite rendering.
>
> > Code is released under BSD license and available for download here:
>
> >http://code.google.com/p/cocos2d-android/source/browse/#svn/trunk
>
> > I am doing development on a Mac emulator so I would really appreciate
> > if you guys can download the code or prebuild package and test it on a
> > real phone.
>
> > Thanks!
>
> > Philip

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