game ios

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A little game about ball collisions in iOS

This game is about a ball randomly moving on the screen, able to manipulate the finger to make a ball, assuming that two balls collide together, it means losing, very easy to a gameDefine two Uiimageview and one Startbutton in storyboard.and link the two Uiimageview with the code.@property (weak, nonatomic)iboutletuiimageview *player;@property (weak, nonatomic)iboutletuiimageview *enemy;@property (weak, nonatomic)iboutletUIButton *start;Define the

IOS Game shelves player IAP Recharge Base64 code sent to Apple verify receipt return value There is no In_app section of the strange problem. __ios

Our iOS game has been on the shelves these days. And then received a lot of user recharge. But there are only 2 itunesconnet on top of it. Someone must have cheated us. First, we will introduce our verification process: Mobile phone to initiate recharge-> purchase success-> get to Base64 receipt-> sent to the game server for veri

How to extract resources and files from the Cocos iOS app app and game installation package

Usually play mobile phone, see the iOS app many good picture material, there is a wood has very heart, is not want to the picture resources of the use, namely can practiced hand, can improve their own aesthetics 0-0, increase the beauty value of the app. Of course, please do not use for commercial purposes. Development software is not easy, pirated easily, the same as the program ape everyone can not hurt each other ah. As a technical research is good

Cocos2D iOS tour: How to Write a hamster game (I): HD screen display and UIKit

Cocos2D iOS tour: How to Write a hamster game (I): HD screen display and UIKit MATERIALS: overview Because we want this game to run on a regular iphone, HD iphone, and ipad, we need to take some time to make a detailed plan: how to set game materials before we continue. To understand how to adapt to dimensions and s

(no.00004) iOS implementation brick Game (12): retractable freely, I am Ruyi Golden cudgel (ON)!

= [Ccactionsequence Actions:longeraction,blk,nil];[Sticknode Runaction:seq];} [Sticklonger scheduleblock:^ (Cctimer *timer) {@synchronized (gamescene) {Stick *sticknormal = [Stick Sticknormal];Sticknormal. Position= Sticklonger. Position;[Sticklonger Removefromparent];[Physicsworld Addchild:sticknormal];Gamescene. Stickingamescene= Sticknormal;}} Delay:Ten];}You see the first feeling of the above method is estimated: Very long ah! In fact, the content is very good understanding, basically it do

IOS-Cocos2d Game Development 10: adding particle system effects and solving the coordinate problem between particle effects and layer;

Li huaming himiOriginal, reprinted must be explicitly noted:Reprinted from[Heimi gamedev block]Link: http://www.himigame.com/iphone-cocos2d/472.html Himi has always wanted to use the Particle System in the game, but it was found that the effect of using particles in the j2's and Android systems would put a burden on the running memory of the game, so it has been a pity that, in

Cocos2d-x ios game development first understanding (7) simple animation

Cocos2d-x ios game development first understanding (7) simple animation In the previous section, frame animation is used to change the position, shape, and size of the genie to realize the corresponding action. This section mainly describes how to move the genie, various dazzling animations may also help you find some game scenarios. The following code is used fo

(No. 00004) implementing the brick-hitting game for iOS (12): scalable, I am a golden hoop (on )!

(No. 00004) implementing the brick-hitting game for iOS (12): scalable, I am a golden hoop (on )! The original or translated works of the giant panda and pig hope. You are welcome to reprint them. Please indicate the source for reprinting.If you think it is not easy to write, please let me know. If you think it is good, please give me a thumbs up. Thank you! Hopy ;) The general star category has been co

Coordinate problems in IOS Game templates

IOS Game general screens are horizontal, so what happens when the screen is up. The cup has occurred and the coordinates have been problematic. When the horizontal screen is the coordinates of the origin of the lower left corner (below the game template), at this point the size is 1024*768, and this size is the same size as the ipad Air, why is this size (maybe

Lights off Game (IOS)

= + + * i + j;[_aview Addsubview:_button];[_button release];}}Self.window.backgroundColor = [Uicolor Whitecolor];[Self.window makekeyandvisible];return YES;}-(void) Click: (UIButton *) btn{btn.selected =!btn.selected;UIButton *upbutton = (UIButton *) [_aview viewwithtag:btn.tag-10];upbutton.selected =!upbutton.selected;UIButton *downbutton = (UIButton *) [_aview ViewWithTag:btn.tag + 10];downbutton.selected =!downbutton.selected;UIButton *leftbutton = (UIButton *) [_aview viewwithtag:btn.tag-1]

iOS development-game screen adaptation (SpriteKit)

displayed on the ipad retina. What about the other devices? It's going to depend on Aspectfill.Simply take a look at the following picture:The orange whole area represents the true size of our scene. The area within the black wireframe indicates the true size of the scene on the device.Look at the ipad Retina. His orange area is perfectly matched to the area inside the black wireframe, which means it can be fully displayed on the device.Look at the iphone4s again. Its real resolution should be

Tom Cat Game Core Code IOS/OBJECTIVE-C

#import "ViewController.h"@interface Viewcontroller ()@property (Weak, nonatomic) Iboutlet Uiimageview *tomimageview;@end@implementation ViewcontrollerKnock on Tom's cat's head. Premise: A series of animations have been imported.(ibaction) btnknockoutonclicked: (UIButton *) sender{[Self tomimatewith:@ "KnockOut" imagecount:81];}Tom plays birds. Premise: The animation about the bird has been imported.(ibaction) Eatonclick: (UIButton *) sender{[self.tomimatewith:@ "Eat" iamgecout:40];}Animation Ex

Notes about Cocos2d in IOS game development

IOS gamesAboutCocos2dLearning notes are the content of this article, mainly fromCocos2dAlert usage,Cocos2dSelf-built animation,Cocos2d. Let's take a look at the details. Usage of Alert in Cocos2d // Dialog // usage of the alert Control Int idx = CCRANDOM_0_1 () * 600/100; UIAlertView * dialog = [[UIAlertView alloc] init]; [Dialog setDelegate: self]; [Dialog setTitle: [NSString stringWithFormat: @ "% d", idx]; [Dialog setMessage: @ "

Ten iOS sports game applications (1)

Football FIFA 12 by EA SPORTS Developer: EA System Requirements: compatible with iPhone 3GS, iPhone 4, iPhone 4 S, iPod touch 3rd generation), iPod touch (4th generation), and iPad. IOS 3.1 or later Portal Football is the world's largest sport, and the FIFA series has always been the love of football fans. after moving to the mobile platform, it is still awesome. Vivid scenes, realistic animations, and the most agile controls present a vibrant

(No. 00002) prototype of iOS game genie war (7)

(No. 00002) prototype of iOS game genie war (7) In the previous post, we continue to complete the shooting function. Add the initBullets method in MainScene. m: -(void)initBullets{ CCSprite *bullet; for (int i = 0; i This method is used to cache bullets in advance. The value of MAX_BULLET_COUNT is 10, which indicates that we have created 10 bullets in advance. These 10 bullets can be reused, resultin

(No. 00002) prototype of iOS game genie war (9)

(No. 00002) prototype of iOS game genie war (9) Open MainScene. m and add the shoot method: // The speed of a bullet is now related to the target distance. The closer the bullet speed is, the slower the bullet speed is. it should be changed to a constant speed. -(void) shoot :( CCNode *) player target :( CGPoint) point {CGPoint velocity = ccpSub (point, player. position); velocity = ccpMult (velocity, 50);

(NO.00003) iOS games simple robot projection game forming notes (14th)

(NO.00003) iOS games simple robot projection game forming notes (14th) First, we must store all the robots in the Level in an array, because the array will be accessed in different places. We put it in the LevelRestrict class, and we should put it in the GameState class in principle, here is a simple example. Open LevelRestrict. h and add two new attributes to the interface: @property (nonatomic,strong) Rob

(NO.00003) iOS games simple robot projection game forming notes (15th)

(NO.00003) iOS games simple robot projection game forming notes (15th) Open the Robot. h file in Xcode and add the following two methods: -(Void) moveArm :( MoveDirection) direction;-(void) armShoot; Implement these two methods in Robot. m: -(Void) armShoot {[_ arm armShoot];}-(void) moveArm :( MoveDirection) direction {[_ arm moveArm: direction];} The touchBegan method must be added because you need t

(NO.00003) iOS games simple robot projection game forming notes (6)

(NO.00003) iOS games simple robot projection game forming notes (6) Why do I need to put the code for arm movement in a single method? In fact, this is the version after multiple reconstruction. The original mobile code is placed in the touchMoved method. Later, we found that in addition to the mobile method of the touch arm, we also needed to implement the second method of moving the arm on the touch scree

Understanding of cocos2d-x ios game development (5) CCsprite genie

Understanding of cocos2d-x ios game development (5) CCsprite genie This time I will write several types created by the genie: 1. Create a file: Add the following code on the original basis: // 1. Create an genie through a file CCSprite * bg = CCSprite: create ("map.png "); CCSize winSize = CCDirector: sharedDirector ()-> getWinSize (); // obtain the screen size. Bg-> setPosition (ccp (winSize. width/2, win

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