I'm making a CCSprite rotating animation with cocosbuilder2.1, cocos2d 2.0. It works great on iPhone4S(iOS 8.0.2), iPhone5 Simulator, iPad 2 Simulator, iPad Retina Simulator, but has "jittering" problem on iPhone5S(iOS 7.1.1), iPhone5S Simulator, iPad Air Simulator, iPhone 6 Simulator, iPhone 6 Plus Simulator. The build setting is as follows:
In Build Settings under Targets:
Base SDK = Latest iOS (iOS 8.0); Valid Architectures = arm64 armv7 armv7s
In General under Targets:
Deployment Target = 6.0
At first I thought it's a bug in cocosbuilder, but after testing by manually making a sprite rotating and having the same problem, I feel there's something wrong in cocos2d 2.0's compatibility with iPhone5S.
code: in the layer of the first scene
-(void)onEnter {
[super onEnter];
...//play music
...//load image resources
CCSprite *testSprite = [CCSprite spriteWithSpriteFrameName:@"testIMG.png"];
testSprite.position = ccp(200,200);
[self addChild:testSprite];
CCRotateBy *rotateAction = [CCRotateBy actionWithDuration:3 angle:360];
[testSprite runAction:rotateAction];
...//other stuff, nothing related with CCBReader or cocosbuilder
}
The "jittering" problem is as if the rotation value of the testSprite has been set to 0 everyFrame ater it's been set to the right value. e.g. It's like it rotates to 1, then back to 0, then to 2, then back to 0, 3, 0, 4, 0 ... etc. And all these happens very quickly, which makes it kind of "blinking". At last the rotation is always reset to 0.
I tried google it, but found nothing related, as if this is a very personal problem. If it's a personal issue, please let me know which direction I should working towards to find where the bug is, thanks!