Here is the problem: I\'m working with cocos2D and CCLayers, and I use a UIView to catch movements with a Gesture recognizer for a UIScrollMenu.
so i need a function or something that can make my 2 sprites move up and down, all the time! from the app starts with out anything have been touched on the screen..
I\'m trying to increment a value in a plist in objective-c (using cocos2d). I\'m loading data using this:
i am new to cocos2d.In my game am using \"cctouchesbegan\" to push a new scene.Using \"popScene\" am coming to my first scene fromsecond scene.After coming to first scene开发者_如何学C my \"cctouchesb
I used the code as 开发者_开发知识库follow to implement the effect of replace scenes: [[CCDirector sharedDirector] replaceScene:[CCTransitionPageTurn transitionWithDuration:0.5f scene:alterScene back
How to implement an \'menu\' that seems like stuck to it\'s position? Here with stuck I meant to say either scene is moving or still it remain on it\'s on position. Which gives feel like it\'s on it\'
I have a function to fade in a message, then fade out. This works once, but when I call the function again, nothing appears.
I have an array of ten sprites; they all sit in the same area of the screen For ease of explanation, I\'ll say at the bottom-middle, stacked one on top of each other. What I need to do is take the top
I\'m working on a drawing app for iPad using Cocos-iOS and I\'m having performance issues with drawing lines as a type of CCNode. I understand that using draw in a node causes it to be called every ti
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably answered in its current form. For help clari