void HandleAccelerate(CCAcceleration acceleration) { if (gameSuspended) return; float accel_filter = 0.1f; bird_vel.X = bird_vel.X * accel_filter + (float)acceleration.X * (1.0f - accel_filter) * 500.0f; }
public virtual void didAccelerate(CCAcceleration pAccelerationValue) { CCLog.Log("Layer2 accel"); }