I created two CCLayers, one is gamelayer, another is howlayer. The code of gamelayer.m is -(id)init{ if (self = [super init]) {
I know there are a few questions on this already - but none pertain to my problem. I\'m trying to attach part of an old Cocos2d game to my app via a UINavigationController. (the main point of this is
I am new to iOS development and following along with the book \"Learning Cocos2d, A Hands-on Guide to Building iOS Games with Cocos2d, Box2d, and Chipmunk\".
I am getting \"Received memory warning. L开发者_如何学JAVAevel=2 &Level =1 \" while playing my game third time.
sprite.extraData Is a NSMutaleDictionary. In one method, I do this: [sprite.extraData setObject:@\"HELLO\" forKey:@\"NAME\"];
please look the following picture i want to do this function,when i click some button,it pop out a layer
I recently followed Ray Wenderlich\'s Cocos2D tutorial for putting Cocos2D in a UIKit app. I am currently only using Cocos2D in only one of my UIViews. In the tutorial he uses a CCScene which is a spe
CCAnimate requires CCSpriteFrames, while they require a texture2d. Is it not possible to simply use CCAnimate by providing my开发者_开发问答 file names? Like anim1.png, anim2.png, anim3.png...Not dir
in Cocos2d I will be playing an animation. The animation has about 12 frames, and each frame is rather big. In fact, the -hd version of each frame is quite huge.
I have a game written in Cocos2d. On top of it I present some UIKit objects. Then I added a UIViewController to it handling a separate mini-game written using UIKit objects and UIView animations. Th