from many experiments. Finally, the torque is applied to the arm.Note that I did not use the previous Applyforce: method, but using a similar method, is the overloaded method. This method has a parameter that sets the torque to the point on the arm. If you do not, the torque is applied to the average point of the arm by default (where the cat is not clear ;), it makes it difficult to rotate the arm.Note that the parameter is CCP (20,5), which is approximately 20 and 10 high, which is located ju
IOS development-game screen adaptation (SpriteKit)
When we develop an App, we usually want it to run simultaneously on the iPhone, iPad, and Mac, especially games.
In this way, we need to consider the different resolutions of different devices, which is troublesome to process.
For example, according to the official practice, we need to provide such as xx.png, xx@2x.png, xx@3x.png, xx ~ IPad.png, and xx ~ Di
Our iOS games have been on the shelves these days. And then received a lot of user recharge. But only 2 of the itunesconnet were paid. Someone must have lied to us.Let's introduce our verification process:Mobile top-up, purchase success, get to Base64 receipt, sent to the game server for verification, if successful, the player top-up is credited successfully.At first glance, there seems to be no problem. It
Understanding of cocos2d-x ios game development (5) CCsprite genie, cocos2d-xccsprite
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 (wi
implementation://sink all bricks in level to step, then create new step-line bricks above.-(void) Sinkbricksandcreatenewrows: (Nsinteger) step{//Save the Y value of the highest row bricks in the current level NsintegerHighestrowbricky =0; for(inti =0; I for(Brick *brick in _bricks) {if(Highestrowbricky = =0) {Highestrowbricky = Brick. Position. Y; } [ SelfSinkonebrick:brick]; }//Create a new row of bricks in the original highest row[ SelfCreateonebrickrow:highestrowbricky]; H
Yesterday intends to go back to the dorm to write, to the dorm suddenly think of dorm no net, today morning to fill, today is practice day, 10 class, Evening eight o'clock self-study end, these two days said most of the training camp told the content, so I feel exceptionally easy! yesterday because the first two days to talk about with the new students, too much content, so the morning only the day before the homework left to speak, the afternoon only talk about the call and generation method;
IOS 2D game development framework SpriteKit --> continuous (create enemy genie), iosspritekit --
This includes the spritekit mentioned later. I will focus on a case. This case is a simple 2d airplane war game. Today, I am talking about creating a hostile genie, that is, a hostile plane, hostile planes are constantly refreshed to the screen ..... of course, the cl
(No. 00004) Implementing brick-hitting games for iOS (8): collision between small balls and bricks in the game
Now return to GameScene. m, all our collision processing is placed in this class. first, we need to figure out what will conflict with what. for the moment, we will first achieve the collision between the ball and the brick, as well as the collision between the ball and the rebound rod.Collisi
(No. 00004) implementing the brick-hitting game for iOS (6): rebound Rod
Another element of the brick-hitting game is the rebound rod. In this class, we will implement the rebound rod class.Create a bounce stick header file
Create a Stick class in Xcode and add the following content to the header file:
#import CCSprite.h@interface Stick : CCSprite+(instancet
Cocos2D iOS tour: How to Write a hamster game (2): HD support in Cocos2D
High-Definition display and Cocos2D
Well, there is good news-the latest version of Cocos2D includes full support for HD screens. You can simply do it in steps 1-2-3 below!Enable HD support when the CCDirector enableRetinaDisplay method is called. if you use the cocos2D Project template, you only need to remove the comment in the lin
To open a Robot.h file in Xcode, add the following 2 methods:-(void)moveArm:(MoveDirection)direction;-(void)armShoot;Implement these 2 methods in ROBOT.M:-(void)armShoot{ [_arm armShoot];}-(void)moveArm:(MoveDirection)direction{ [_arm moveArm:direction];}Since the player needs to select the robot when clicking on the robot, add the Touchbegan method:-(void)touchBegan:(CCTouch *)touch withEvent:(CCTouchEvent *)event{ self.isSelectedYES; LevelRestrict *lr = [LevelRestrict sharedInstanc
IOS Dev (49) official SpriteKit Game template of Apple
Basic Architecture-AppDelegate-ViewController: Basic VC. -MyScene: animation scenarios, processing actions, and so on.Instantiate a ViewController in AppDelegate and instantiate a MyScene in ViewController.AppDelegate- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{ self.window = [[UIWin
(No. 00002) prototype of iOS game genie war (10)
So far, there has been no returning bullets. If the bullets hit the target or fly out of the screen, there is no need for the bullets to exist.
It does not exist here, instead of deleting it from the screen, because the role of the bullet cache is mentioned above, so it is only possible to set it to invisible here.
First, process the bullets on the fly-out
(No. 00002) prototype of iOS game genie war (III)
Create a Sprites folder in Sprite, add the Player. cc file to it, and ensure that the file type is Sprite.
Set the CC sprite's Sprite frame for its Root node to Image/sprite-2.png, open the physical object, adjust the Physics shape type to Circle, and adjust the Circle radius to match the node Image size, set the physical object type to dynamic.
Set the
(NO.00003) iOS games simple robot projection game forming notes (11)
The robot has already fired bullets. Let's see how to set obstacles for players.
We can see from the figure above that there are several obstacles in the machine and basket. Let's first look at how to implement them.
Open SpriteBuilder and create SmallBrick. ccb in the Sprites folder. The type is Node.
Drag a CCNodeColor node from the
Crazy hamsterYesIOS gamesA crazy and Cute hamster series Game in three modes: Crazy maze, crazy party and traditional hamster Mode
The rapid rise of fishing talents and World War II is enough to show that developing first-class games is not a foreigner's patent. As long as you sink your mind to do a good job of products, success is inevitable.MadMiceP yunro crazy hamster), first launched by domestic famous game
Li huaming himiOriginal, reprinted must be explicitly noted:Reprinted from[Heimi gamedev block]Link: http://www.himigame.com/iphone-cocos2d/450.html
----------------------------------- This chapter begins with a supplement! ----------------------------------
This article has made a detailed description of the Multi-contact and touch-screen events, but a little bit ignored, that is, to enable multi-contact support! The procedure is as follows:
First, enter the appdelegate. M class,
- (void
between the two:
1. directly use cclayer to add genie. There are several genie on cclayer, so the underlying layer will draw several genie;
The underlying rendering method is as follows:
For (INT I = 0; I
However, when using a set, the cclayer only needs to render the set once,
The underlying rendering method is as follows:
Open-draw (drawing 100 times)-close
From the two methods above, we can see the difference between the two. The second method saves 99 Open and Close processes using the Gen
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