I am building an application in iphone for that I need to draw a 7-bit segment display which will display the numbers that is being fed by the user.I am using CGPath and CGcontext.
I am play开发者_开发技巧ing a song in Cocos2D iphone using this line. [[SimpleAudioEngine sharedEngine] playEffect:@\"song.mp3\"];
When i try to compile my project for the simulator or real devices, i get these errors: Ld /Users/maumau/Library/Developer/Xcode/DerivedData/HarvestMoon-bciczopagtmfyqgxjxasrffzrnls/Build/Products/De
i am doing something wrong, maybe someone could help me . when app is start i add a sprite as a child,from DB like this :
I use a Zwoptex spritesheet+plist with trimmed sprite elements inside of the texture. From what i understand in order to not mess up animations cocos uses the \"spriteSourceSize\" and gives all sprite
I want to draw a hexagonal tile map. The TMX files they include is more heavyweight than simply the hex grid I need. I don\'t need images just a black/transparent background with the hex outline on to
i used the code below to show the game center but if I rotate the iPhone nothing happen and the Leaderboard will be upside-down (not respond for the orientation)
I have many ccspirits in NSMutableArray, and I am taking them from these NSMutableArray, and sending to as method as a sender, and following
I have a working joystick in my cocos2d app but I cannot figure out how to make the \'player\' shoot bullets out of it in the direction the开发者_如何学JAVA joystick is pointing. I have the player mov
So within a CCLayer I am adding an ImagePicker / Camera to the openGLView and then a UIButton - all good, but now I want to add a CCLabel (and in the future CCSprites) on top of those elements.