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The cocos2d family keeps growing Published by riq on December 2,

2010 in cocos2d and family. 8 Comments

The cocos2d family keeps growing and growing and growing ...

The new members of the family are:

cocos2d-x,mini

dv camcorder, in C + +, multiplatform cocos2d-android-1, in

Java, for Android cocos2d-javascript, in Javascript, for Web

cocos2d-x

Homepage: http://www.cocos2d-x.org Git repository: https: / /

github.com/cocos2d/cocos2d-x Platforms: iOS, uPhone, Win32. Coming

soon: Bada, Android Language: C + + Based on cocos2d-iphone v0.99.4

cocos2d-android-1

Homepage: http://code.google.com/p/cocos2d-android-1/ Git

repository: https: / / github.com/ZhouWeikuan/cocos2d Platforms:

Android Language: Java Based on cocos2d-iphone v0.99.4 This is the

2nd port of cocos2d for Android / Java (See

Homepage / git repository: https: / /

github.com/RyanWilliams/cocos2d-javascript Platforms: Web (html5 /

javascript) Language: Javascript Based on cocos2d-iphone: v0.99.5

Related links:

cocos2d v0.99.5 supports Mac as a target platform The cocos2d

family (previous ports of cocos2d) cocos2d v0.99.5-rc1 released

Published by riq on November 16, 2010 in cocos2d. 12 Comments

I'm happy to announce that v0.99.5-rc1 is available for

download:

cocos2d-iphone-0.99.5-rc1.tar.gz

Highlights

Performance improvements in: PVR Texture: Added support for zipped

textures (. gz /. ccz). Fast loading times with small file size PVR

Texture: Faster way to transfer texture from disk to memory

FontLabel: Improved loading time in iOS 4.x CCLabelTTF: (optional)

faster rendering time at the cost of consuming more memory on ARMv7

Improved Mac support Improved RetinaDisplay support and many many

bug fixes

Release Notes: Release Notes v0.99.5-rc1

Full Changelog: v0.99.5-rc1 ChangeLog

What's next:

v0.99.5? (final) should be ready in less than 1 month Unless there

is an ugly bug within the API,blue

bridesmaid dress, the v0.99.5 API will be equal to the v1.0 API

I would appreciate if you can test this version in your game and

report any issue that might appear. Thanks. < / p> Verlet

rope Published by patrickC on October 29, 2010 in box2d and

cocos2d. 9 Comments Introduction

In this brief article we'll be taking a look at an efficient way

of creating ropes in our cocos2d games that use box2d, starting

from a cocos2s + box2d template project.

We will be using box2d's latest addition, the b2RopeJoint to

constrict two bodies with a rope joint (a maximum distance joint,

one might also call it), so as always big thanks to Erin Catto for

all his hard work on box2d.

We will also be using a small set of classes I wrote, VRope, that

use Verlet integration to calculate the points of the rope, using a

CCSpriteBatchNode to visually draw the rope in our game.

Click for video

It's worth mentioning that using Box2D isn't strictly necessary,

you could still use the VRope class to draw a rope between two

given points in other scenarios (for example using Chipmunk, your

own physics system, or simply updating the two points manually) and

have it react under gravity. With that in mind, the class also has

some helper methods to use it with CGPoints only.

(somethingWithPoints methods)

Setting up the project

First things first, make sure you have the latest version of

Cocos2D and create a new project with the / /

code.google.com/p/box2d/source/checkout

To update Box2D in your current project:

From within XCode, delete the Box2D folder group from the From

Finder, go to your project's folder and delete the Box2D folder

Copy over the latest version of Box2D back into your project's

folder (make sure you only copy the most deep rooted Back to

XCode, Project -> Add to Project,sport watches,

select the Box2D folder, make sure create groups (not folder

reference) is selected, Add

This should give you a working Cocos2D project, updated with the

latest Box2D source that has the b2RopeJoint ready to use.

If you're not running the latest version of cocos2d (0.99.5-rc0)

but still want to use VRope, you'll need to rename

CCSpriteBatchNode back to CCSpriteSheet, the rest should work as

is.

Using b2RopeJoint

Using the new b2RopeJoint is very easy, it's similar to the

b2DistanceJoint, but unlike other joints it doesn't have an

Initialize method.

/ / define rope joint, params: two b2bodies, two local anchor

points, length of rope b2RopeJointDef jd; jd.bodyA = body1; / /

define bodies jd.bodyB = body2; jd.localAnchorA = b2Vec2 (0,0); / /

define anchors jd.localAnchorB = b2Vec2 (0,0); jd.maxLength =

(body2-> GetPosition () - body1-> GetPosition ()). Length ();

/ / define max length of joint = current distance between bodies

world-> CreateJoint (& jd); / / create joint Verlet

Integration

Now that we know how to constrict two bodies with a rope joint,

we need to find an elegant and efficient way of drawing the rope,

drum roll,fence net

body stocking, enter screen right: Verlet integration.

The implementation you'll find below is based on a very informative

tutorial by YoAmbulante.com (for Flash) that allowed even a simple

minded person such as myself to grasp the basic concepts of Verlet

integration, so big thanks to the author of that tutorial .

The and then each of these dots are associated (grouped) by

pairs that try to keep same distance between each other as they

were when the program started.

Based on this, I decided to design 3 classes (rather than use

structs, each to his own)

VPoint - store a point's current and previous position VStick -

connect two VPoints and keep them at constant distance VRope -

keeps arrays of VPoints and VSticks, update logic,

CCSpriteBatchNode to render rope

Rather than go trough all the source code,cheap

wireless mouse, we'll be taking a look at how to implement it

into our test project.

In the main header file (VRope.h) you can find instructions on

usage, and the code is slightly commented and easy to understand,

so more advanced users could easily adapt it further to their own

needs.

Using VRope

Download the VRope class here, unzip, copy it over to your

project's folder and add it to your project from XCode.

First,ir

remote extender, you'll want to import VRope.h into

HelloWorldScene.h

# import / p>

b2Body * anchorBody; / / reference to anchor body

CCSpriteBatchNode * ropeSpriteSheet; / / sprite sheet for rope

segment NSMutableArray * vRopes; / / array to hold rope

references

Now we'll add some code to our main class,

HelloWorldScene.mm.

In the init method of HelloWorldScene, remove the creation of the

groundBody and all it's shapes and in it's place add:

/ / + + + Add anchor body b2BodyDef anchorBodyDef;

anchorBodyDef.position.Set (screenSize.width/PTM_RATIO/2,watch cell

phones, screenSize.height / PTM_RATIO * 0.7f); / / center body

on screen anchorBody = world-> CreateBody (& anchorBodyDef);

/ / + + + Add rope spritesheet to layer ropeSpriteSheet =

[CCSpriteBatchNode batchNodeWithFile: @ [Self addChild:

ropeSpriteSheet]; / / + + + Init array that will hold references to

all our ropes vRopes = [[NSMutableArray alloc] init];

In the addNewSpriteWithCoords method, add these lines at the

bottom:

/ / + + + Create box2d joint b2RopeJointDef jd; jd.bodyA =

anchorBody; / / define bodies jd.bodyB = body; jd.localAnchorA =

b2Vec2 (0,0); / / define anchors jd.localAnchorB = b2Vec2 (0,0);

jd.maxLength = (body-> GetPosition () - anchorBody->

GetPosition ()). Length (); / / define max length of joint =

current distance between bodies world-> CreateJoint (& jd);

/ / create joint / / + + + Create VRope VRope * newRope = [[VRope

alloc] init: anchorBody body2: body spriteSheet: ropeSpriteSheet];

[VRopes addObject: newRope];

In the draw method, add these lines at the bottom:

/ / + + + Update rope sprites for (uint i = 0; i

count]; i + +) {[[vRopes objectAtIndex: i] updateSprites]; }

In the tick method, add these lines at the bottom:

/ / + + + Update rope physics for (uint i = 0; i

count]; i + +) {[[vRopes objectAtIndex: i] update: dt]; }

Copy rope.png to your Resources folder and add it to your

project (rope.png can be found in the archive of the test project

below)

Build & Run! If all went well, you should have the same result

as the video at the beginning of the article.

As I mentioned at the beginning, the code is very simple and

fast (no thanks to me), so adapting it to other uses should be

pretty simple.

Downloads

VRope class

Cocos2D VRope Test Project

About the author

I've been using cocos2d for over a year and a half and I'ma

regular on the forums, so feel free to ask questions in the thread

about VRope.

The VRope class was originally created to be used in Paper Bridge,

a physics based bridge construction puzzle game developed by Clever

Hamster Games (aka: me).

cocos2d v0.99.5-rc0 released - Improved Retina Display support

Published by riq on October 27, 2010 in cocos2d. 3 Comments

cocos2d v0.99.5-rc0 just has been released.

Download:? cocos2d-iphone-0.99.5-rc0.tar.gz

Release Notes:? Release Notes v0.99.5-rc0

API Reference:? v0.99.5-rc0 API Reference

Highlights:

Improved Retina Display support Improved templates

and many bug fixes and little improvements.

Full Changelog:? CHANGELOG

How to create Retina Display games (updated for

v0.99.5-rc0):

Programming Guide: Creating Retina Display games Get ready for the

Mac App Store Published by riq on October 20, 2010 in cocos2d. 5

Comments

Apple announced today that in 90 days the Mac App Store will be

ready!

The Mac App Store will be similar to the App Store, but instead

of 0680d774828d967eaeb794899db913ab iOS applications, it will distribute

Mac applications.

This is big news for cocos2d users, since cocos2d already

supports Mac!!

The guidelines and other requirements for the Mac App Store are

online:

Mac App Store Review Guidelines App Store Resource Center

So, download the latest cocos2d version, and start porting your

cocos2d game for Mac!

More info regarding cocos2d for Mac: cocos2d includes Mac

support

Trainyard: Another cocos2d successful story Published by riq on

October 15, 2010 in cocos2d and games. 11 Comments

Trainyard is a very polished, well designed , orignal game.

As of today, the game is:

2nd Top Paid App in US 2nd Top Free App in US 3rd Top Grossing App

in US

What is very interesting, is that this game was developed by

just 1 person (Matt Rix) with a lot of hard work, hard work, hard

work and conviction.? I suggest reading the story behind this game.

It is very inspiring!

Trainyard: The story so far

It contains details about the whole lifecycle of a game:

Game design Tools Marketing

and more.

Haven't you tried Trainyard yet?

Trainyard $ 0.99 (It's on SALE now!) Trainyard Express $ Free

cocos2d v0.99.5-beta3 released. API uses Points instead of Pixels

Published by riq on September 23, 2010 in cocos2d. 3 Comments

cocos2d v0.99.5-beta3 just has been released.

Download: cocos2d-iphone-0.99.5-beta3.tar.gz

Release Notes: Release Notes v0.99.5-beta3

API Reference: v0.99.5-beta3 API Reference

Highlights:

The cocos2d API uses Points instead of Pixels (Retina Display

friendly)

Full Changelog: CHANGELOG

Creating Retina Display games:

Programming Guide: Creating Retina Display games cocos2d

v0.99.5-beta2 released. Added Mac support. Published by riq on

September 1, 2010 in cocos2d. 5 Comments

p >

cocos2d v0.99.5-beta2 is available for download:

cocos2d-iphone-0.99.5-beta2.tar.gz

Release Notes:

v0.99.5-beta2 Release Notes

API Reference:

v0.99.5-beta2 API Reference

Full ChangeLog:

CHANGELOG

Highlights:

Added support for Mac. Your cocos2d / CocosDenshion game can be

ported to Mac with minimal changes

Regarding the Mac Port

cocos2d for Mac works as excepted with the following

exceptions:

CCParticleSystemPoint is not supported. Use CCParticleSystemQuad

instead. CCTexture2d / CCLabelTTF don't support FontLabel

CCRenderTexture doesn't support It doesn't work with garbage

collection yet It doesn't support fullscreen mode yet It doesn't

support touches yet.

To port your cocos2d / CocosDenshion game to Mac, you have

to:

Modify the way you initialize / create the CCDirector and the

OpenGL view. Replace the touches and / or accelerometer events with

Mouse and / or keyboard events The rest is the same.

The cocos2d-mac.xcodeproj includes several tests that show how

to support mouse events and how to initialize the CCDirector /

OpenGL view.

The game Sapus Tongue was already ported to Mac. You can find

some details about how it was ported in this thread.

Are you porting your game to Mac? Let use know when the game is

finished!

New cocos2d games page: Admin section Published by itlgames on

August 18, 2010 in cocos2d. 9 Comments

Hi,cell

jammers, we have added an admin secion for the cocos2d games

page, so if you have added any of your games there, and you did

enter your forum username on the add form, then you can manage them

here:

http://www.cocos2d-iphone.org/games/cms

Just use your username / password from the forum, if you have

one. Once logged, see the main navigation under the banner, our

cocos2d categories.

Once editing a game you will see the iTunes info, with a link to

refresh (may take some time) and if you scroll down the page, you

will see the cocos2d categories and the cocos2d version

used,zhu

zhu pet hamsters, please try to fill all them. If you find your

game doesn't belong to any of our categories,mobile

phone chargers, please let us know.

Also note the subnavigation on the left, / p>

And if you didn't enter your username when you created the game,

no worries, you can go again to:

http://www.cocos2d-iphone.org/games/add/

And fill in all information, including your forum username, and

this will update the database and you will be able to use the

CMS.

Please have a look and shout if any problems.

Autorotation in v0.99.5 templates Published by riq on August 4,

2010 in cocos2d. 8 Comments

In order to be iPad compliant, v0.99.5 will include updated

templates that support autorotation.

Basically the new templates will have 3 new files:

GameConfig.h RootViewController.m (and. H)

The? RootViewController .* files contain the code to handle the

autorotation.

And in GameConfig.h you will be able to configure how to handle

the autorotation:

No autorotation Autorotation handled by cocos2d Autorotation

handled by UIViewController (default)

No Autorotation: It means just that. The EAGLView won't be

autorotated

Autorotation by cocos2d: The EAGLView will be is not rotated).

[-]: If you are going to add UIKit objects to the EAGLView, then

you will need to rotate them manually.

Autorotation by UIViewController: The EAGLView will be rotated

by the UIViewController

[-]: The UIViewController will rotate the EAGLView and it is bit

slower than using a single glRotate () command. [+]: There is no

need to rotate any UIKit object contained by the EAGLView.

If you want to understand how to implement autorotation

manually, or if you are interested in understanding the technical

details,babydoll

dress, I suggest reading this article: < / p>

Autorotation in cocos2d

And if you want to try the new templates now, then you should

download the latest code from the

Update: Bill Hollings wrote an interesting article regarding

autorotation where he describes another approach. Includes sample

code: cocos2d an UIViewControllers

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