Currently I am using UIKit in my app but I decided to make the switch to Cocos2D, right now I am trying to implement gravity but I am having trouble doing so. I have googled this and have not found mu
I created two CCLayers, one is gamelayer, another is howlayer. The code of gamelayer.m is -(id)init{ if (self = [super init]) {
I\'m making such a arrow shooting game. Everything is good. but I realized if I draw linetracking my arrow, It will be great. so I put some code on my game in my Scheduler that is supposed to draw cir
I am making a top-down shooter that makes extensive use of TMX maps created with the \"Tiled\" application.Within my TMX map, I have a \"Background\" layer with floor tiles, which appears beneath my c
Is there any possibility to show o开发者_JS百科nly a part of an CCSprite? It seams that contentSize property doesn\'t have a good result.I think you might have to create a new sprite for this. The ge
I have cocos2d project with custom CCSprite subclass: MyCustomSprite.h: #import \"cocos2d.h\" @interface MyCustomSprite : CCSprite
i haves game with cocos2d i have many sprites i\'m using touch to sprite with this CGRectContainsPoint([[gameImages objectAtIndex:i] boundingBox], location)
Using this code (tweaked a little) i can\'t get a constant Y value. it keeps changing. X works perfect but Y is really skewed.
I have some problem with Anchor point.. i have a sprite and i need to calculate the anchor point for this sprite around the screen center.
I am using this code to move a \"falling\" sprite according to the acceleration of the UIDevice. It works nice, but is very laggy, meaning that there are jumps between the positions of the sprite.