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-(void) update: (CCTime) t
{
CCNode *node = (CCNode*)_target;
float positionDelta = _endPosition - _startPos;
float x = _startPos + positionDelta * t;
float y = node.position.y;
node.position = ccp(x,y);
if (node.position.x == _endPosition) {
block();
}
}
I've made the change in my version, should I submit a pull request or you guys can fix this yourself? This should be quite quick.
If you guys wanted a callback to fire every update loop, you might want to name it something along the lines of scrollViewScrolling: or something. I'm using this to get an idea of when the scroll has finished, I hope I'm not wrong here.
The text was updated successfully, but these errors were encountered:
souleaterjh
added a commit
to souleaterjh/cocos2d-iphone
that referenced
this issue
Aug 4, 2014
For UIScrollViews, scrollViewWillBeginDragging and scrollViewDidEndDragging/scrollViewWillEndDragging are called once each at the beginning and end. I think that's what you're looking for. Equivalent delegates do exist in CCScrollViewDelegate.
The issue is inside the CCMoveToY and CCMoveToX that CCScrollView uses.
Here is what the
update:
function looks like:CCMoveToY
It should look like this:
CCMoveToX
What this should look like:
I've made the change in my version, should I submit a pull request or you guys can fix this yourself? This should be quite quick.
If you guys wanted a callback to fire every update loop, you might want to name it something along the lines of
scrollViewScrolling:
or something. I'm using this to get an idea of when the scroll has finished, I hope I'm not wrong here.The text was updated successfully, but these errors were encountered: