I have one object of b2Body class. But I was it to move just say 25% of the screen from bot开发者_开发知识库tom. But it keeps moving though i set boundries.
I\'m checking code of a build game by another developer. You can understand how tuf it is. :) I have to make a change in its sound.
I\'m having problem with dynamic_cast. i just compiled my project and tested every thing in debug mode and then i tried compiling it in release mode, i have copied every configuration from debug mode
I have a school project. Please see the following picture implemented under Android. Someone in stackoverflow told me that Cocos2d is easy to use compared with opgl es and quartz 2d. But I still don
I am new in Box2D.... I have ball image in CCSprite. I want to move ball in whole screen using accelerometer...
When I use a UINavigationController and put it on top of my cocos2d view (everything is landscape by default) it doesn\'t fill the whole screen. The sizing is basically as if it was in portrait mode.
I was wondering how to have it in Cocos2D to make a sprite move up, while the user\'s finger is being held on the screen. I have a mechanism in place that does so, but only moves the sprite once.
Im generating a plain txt file from Physics editor. It contains all t开发者_Python百科he vertices for my polygon. Because I want my polygon to be textured, im running it through a triangulation method
I recently followed a tutorial on collision detection in Cocos2D in use with tmx files created in tiled: http://www.raywenderlich.com/1186/collisions-and-collectables-how-to-make-a-tile-based-game-wit
I\'ve looked around, and i\'ve seen very little material on how to integrate cocos2d with UIKit (note: not the other way around). What i mean is... for example... adding a cocos sprite animation insid