t2dPath work on iphone?
by Christopher Evans · in iTorque 2D · 03/31/2009 (2:58 pm) · 5 replies
I just started playing around with t2dPath, today and haven't had any luck getting it to work on the iphone. I am wondering if anyone else gotten it to work on the iphone?
Thanks.
Thanks.
#2
I haven't tried it on 1.2 but I remember doing everything in scripts . no editor.
07/21/2009 (3:18 pm)
It did work for me on iTGB 1.1. a bit buggy but I was able to complete the game.I haven't tried it on 1.2 but I remember doing everything in scripts . no editor.
#3
07/21/2009 (3:29 pm)
You have to make a call to setUsesPhysics for the pathing to work. I remember doing all of that and it would sometimes work, sometimes not. However I was a total newbie back then so not sure if my inconsistency was due to that or real bugs in it.
#4
07/23/2009 (1:37 am)
Bret is right. You need to make sure 'setUsesPhysics()' has been called on your objects. Once this has been done, the object should attach and move on the path without a problem!
#5
I believe (as I read the engine code) we could enable the physics to the t2dPath object BEFORE mounting any other object to it. So, the mounted objects will also have the physics enabled. However, I particularly recommend to enable the physics to the objects you wanna move, not the t2dPath object.
Thanks again.
07/23/2009 (8:03 am)
Thanks guys! We figure out the problem. When we compile with the macro PUAP_OPTMIZE, the physics is disable by default, and the t2dPath seems to use the physics feature. This way, as you guys said, we have to enable the physics to those objects we wanna move. I believe (as I read the engine code) we could enable the physics to the t2dPath object BEFORE mounting any other object to it. So, the mounted objects will also have the physics enabled. However, I particularly recommend to enable the physics to the objects you wanna move, not the t2dPath object.
Thanks again.
Torque Owner Americo Amorim
Thanks.