我完成了我的游戏(cocos2d),但是当我进行存档(来自xcode product-> Archive)然后点击共享(获取game.api)然后将其放入iTunes中并同步到我的iphone加速计它似乎它不起作用我在5个设备中测试游戏并且它不起作用,船总是在修复的地方并且它没有移动,但是如果我点击构建并从xcode开始它在所有的开发者设备我使用下面的代码:
在init
中- (id)init
{
if ((self = [super init]))
{
self.isAccelerometerEnabled = YES;
[self scheduleUpdate];
}
加速度计handeler:
- (void)accelerometer:(UIAccelerometer *)accelerometer
didAccelerate:(UIAcceleration *)acceleration {
#define kFilteringFactor 0.1
UIAccelerationValue rollingX, rollingY, rollingZ;
rollingX = (acceleration.x * kFilteringFactor) +
(rollingX * (1.0 - kFilteringFactor));
rollingY = (acceleration.y * kFilteringFactor) +
(rollingY * (1.0 - kFilteringFactor));
rollingZ = (acceleration.z * kFilteringFactor) +
(rollingZ * (1.0 - kFilteringFactor));
float accelX = acceleration.x - rollingX;
CGSize winSize = [CCDirector sharedDirector].winSize;
#define kRestAccelX 0.6
#define kShipMaxPointsPerSec (winSize.height*0.5)
#define kMaxDiffX 0.2
float accelDiffX = kRestAccelX - ABS(accelX);
float accelFractionX = accelDiffX / kMaxDiffX;
float pointsPerSecX = kShipMaxPointsPerSec * accelFractionX;
_shipPointsPerSecY = pointsPerSecX;
}
船位:
- (void)updateShipPos:(ccTime)dt {
CGSize winSize = [CCDirector sharedDirector].winSize;
float maxY = winSize.height - _ship.contentSize.height/2;
float minY = _ship.contentSize.height/2;
float newY ;
(isYAxisInverted) ? newY = _ship.position.y + (-_shipPointsPerSecY * dt) : newY = _ship.position.y + (_shipPointsPerSecY * dt);
newY = MIN(MAX(newY, minY), maxY);
_ship.position = ccp(_ship.position.x, newY);
}
并在更新中:
- (void)update:(ccTime)dt {
...
[self updateShipPos:dt];
...}
答案 0 :(得分:1)
解决方案是替换:
UIAccelerationValue rollingX;
通过
UIAccelerationValue rollingX = 0,rollingY = 0,rollingZ = 0;