Today, another one of those mindbogglingly annoying issues that stops you, makes you scratch your head, then makes you go "Well sod that then!" and enjoy the sun for a bit.
I'll do this again, tomorrow!
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Today's issue was as follows.
Cocos2D contains a lovely method which spins the screen around whenever the player flips over their iPhing.
The spin works nicely, everything is neat, and the screen co-ordinates wrap to their new rotation.
Something else, though, doesn't flip.
The Accelerometer stays in the direction it should, with a tilt one way being constantly "that tilt".
If I knew the orientation of the screen, I could pass a set of faked values to the lovely framework.
Except.. How do I find the orientation of the screen?!
I don't know!!! Do you know!?!
Surely Cocos knows, because, from what I read, it's Cocos that's doing the screen flip thing.. And cocos knows, because it's changing my screen co-ordinates..
But..
What's the orientation?
"[CCDirector sharedDirector] deviceOrientation]" is 100% adamant that the iPhing is in Portrait, even when it's not.
Grrr..
Lots of retrys, today, and I didn't get anywhere.
Tomorrow I try again, and hopefully I'll do a bit better.
Today's screenshot, 1x Background Gradient, 150x BG Tile, 150x sprites, 150x stars, 1 "You're overdoing it again!" low fps, and two coordinates which show the current x/y accelerometer stats.
The stars do indeed move based on the angle of the iPhing, but all go the wrong way if you turn the device upside down... Grrr...