Read the licenses carefully • Cocos2D has changed A LOT over the past year • Support for newer iOS versions/features • Changes in names and abstractions used • Adopting a new version may be a significant amount of work Monday, November 8, 2010
Manages the window and the scenes • Manages the interactions with the underlying OpenGL environment • A game has one or more scenes (CCScene) • Think of a scene in the thematic sense Monday, November 8, 2010
screen • The position of an object is the center of the object image source: http://www.anima-entertainment.de A quick note on coordinates Monday, November 8, 2010
individual image files) • Depending on your version/history with Cocos2d • Uses OpenGL Texture Atlas to provide higher animation performance Monday, November 8, 2010
CCAnimation class • You make a sprite move using derivatives of the CCAction class • You can specify sequences of actions (CCSequence) and actions done in parallel (CCSpawn) Monday, November 8, 2010
building before you build it... • Design, look, interaction • Cheaper and faster to design than to code • ...but don’t go overboard • Avoid “analysis paralysis” • Iterate - design, code, test, rinse, repeat Monday, November 8, 2010
you could pick another color • You can use either color squares or dice images for UserSprite/boxes • Both are included in basic sample project • Using Cocos2d version 0.99.5 beta 3 Monday, November 8, 2010
a sprite (UserSprite) • The boxes are sprites (BoxSprite) • Blockers that move back and forth above and below the conveyor belt Monday, November 8, 2010
move right-to-left • New boxes are periodically added on right • Blockers move back and forth • UserSprite can collide with boxes and blockers Monday, November 8, 2010
• New book: Learn iPhone and iPad Cocos2D Game Development (Apress) • Previous 360iDev Presentations, including: • “Introduction to 2d Game Programming Using cocos2d” (360iDev Denver 2009) • “Cocos2D + Box2D” (360iDev San Jose) • Blogs (Ray Wenderlich’s is especially good) Monday, November 8, 2010