Hello everybody, several people have asked me how does Cocos2d-iphone works; so today I’m going to talk about what the original Cocos2d was like and how its changed-followed by some equivalencies such as [self addChild: sprite]; etc…
If you need any help go ahead comment below…
Thanks and Enjoy!
The Original:
From- http://cocos2d.org/
“cocos2d is a framework for building 2D games, demos, and other graphical/interactive applications”
- Built-in Python Interpreter: For debugging purposes
- BSD License: Just use it
- Pyglet Based: No external dependencies
- OpenGL Based: Hardware Acceleration
How its changed..
Since the iPhone uses the Objective C, cocos2d iphone was “ported” to objective c (objc); its based off OpenGL ES 1.1 (hardware acceleration)
From- http://www.cocos2d-iphone.org/about
- High Score server (Cocos Live)
- Touch/Accelerometer support
- Portrait and Landscape mode
- Integrated Pause/Resume
- Fast Textures:Supports PVRTC textures, 16-bit textures and 32-bit textures
- Language: objective-c
- OpenGL ES 1.1 based
Equivalencies
In cocos2d iPhone the methods are quite similar to the Objective C methods (the names and code just differ)
For an example when you use the code [self addChild: sprite]; you are basically adding a subview, which in the iPhone frameworks the code would be [self addSubview: sprite.view];-this code may be a little more “literal” to some people
Now I am going to go over how some things work…
CCSprite = UIImageView
There are scenes in cocos2d-scenes are comprised of sprites, layer, landscapes, particles, labels, etc
The sprites, particle emitters, labels etc are in a layer-which is in the scene
There is a Director that basically controls everything in cocos2d its known as ccDirector
PART 2: CLICK HERE
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