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One possible note is the PanZoomLayer (and STPanZoomLayer), when combined with the CameraManager class, is that the panning and zooming are all done through moving and scaling the root layer (the _panZoomLayer).
NOTES:
SCALE_LARGE is a float value based on screen resolution compared to design resolution
PanZoomLayer delegate receives callbacks for touches
kCameraZoomInMap - game-specific value for default zoom
kTagPanZoomLayer - tag for quick access to the specific layer
setPositionZ(-3) and addChild( ... , -3) - these are related to rendering order, and are probably game-specific
anchorpoint ZERO - this is personal preference, I prefer bottom-left origins for maps, whereas I prefer center or non-corner anchor/origin for sprites (to allow rotating about the anchor)
Hi,
We have a great camera class STLayerPanZoom. But have some problems:
_zoomWaitTimer
freeze on same valueThanks.
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