Bouncing Particles in a CCParticleSystemQuad - iphone

I'm using cocos2d to make a game on iOS. I have a particle emitter that I want the particles to bounce when they hit the bottom of the screen. Thing is I cannot seem to find a way to do this and with my limited understand of open GL the answer my be obviously in front of me but I don't see it. Is there an example of this or a way to use the CCBounce or box2d or something?

Here is a bouncing ball tutorial which uses cocos2d + Box2D:
http://www.raywenderlich.com/457/intro-to-box2d-with-cocos2d-tutorial-bouncing-balls
There is also EaseBounce actions (CCEaseBounceIn, CCEaseBounceOut, CCEaseBounceInOut) in cocos2d for you to run on sprites. See "EaseBounce actions" section in "cocos2d Programming Guide: Actions - Ease".

Related

Which to use when - COCOS2d or simple UIImageView with animation?

I am going to create simple iPad game, in which arrow going to hit balls. Where balls are moving in random direction with random speed. When arrow hits ball there is blast like animation with sound (Collision detection is main thing here). So for this what should i prefer. Should I use simple UIImageView and animation or use COCOS2D. Also I am new to COCOS 2d. Any other options are also appreciated. Thank You.
Use cocos2d Animation .Refer below link
if u have spritesheets try this:
1) http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d
or u have separate images refer this:
2) http://cocos2d-iphone.org/wiki/doku.php/prog_guide:animation
Using cocos2d has a lot od advantages over UIKit. One of the things is box2d which will be very helpful for game like this [at least I got this impression for your question].
Do some research about box2d collision detection.

Would a game with a man walking on a planet be a tile based game?

Say there was a game, where you stay on a single screen (unless you pass the level), and you are a man walking around in space.
It seems like a tile based game to me, the only catch is that when you move, it has some physics at play, meaning the more you press up, the faster you move and the longer it takes to slow down.
And you also keep moving even if you stop pressing the arrow keys as you have gained momentum.
thoughts?
how would I handle the movement of the man based on momentum etc?
If you decide to use Cocos2d, start with this
Learn iPhone and iPad cocos2d Game Development
It has an example in the chapter "Your First Game" which covers Velocity calculations and controlling a players movement using these calculations.
Also as bbum mentioned
Ray Wenderlich has some great tutorials and is really educating developers on some interesting topics.
He also has co-authored a book which is available for pre-order.
Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk
Sure; it could easily be a tile based game and there are multiple examples of exactly that. Heck; Super Mario is a tile based game -- the level and backgrounds are all tile based layouts -- with the characters -- also tiles -- moving based on a very simple physics model.
Cocos2d is a tile based game engine that also has support for several physics engines.
Ray Wenderlich has written an excellent series of tutorials on uses of cocos2d. Here is one that includes physics to model a bouncing ball.
Either you have a game like lunar lander, where the position of the man is based on physics, or you have a tile based game. You cannot have both at the same time.

Simple iPhone accelerometer ball-maze game

I want to make a simple 2D game where the user has to navigate a ball through a maze (using the accelerometer of course). I used a simple view to make use of the accelerometer and move a ball on the screen. Now how do I go about building the maze? Would I have to use cocos2d or something similar? How do I make the ball stop or rebound when it hits the wall of the maze?
Check out this game... it does a great job with the accelerometer and also setting boundaries.
http://github.com/haqu/tweejump
This one is for Android rather than iPhone, but it has some parts that are very relevant to your project, such as moving a ball. Does not include ball rebounding or building a random maze; it loads mazes from a file.
Amazed
For ball/wall bouncing, try this question.
For generating a maze, see this question.

Problem in using CCCamera

I am going to work on a game project. I am using cocos2d. I want to use cccamera class of cocos2d. Please tell me about any tutorial on cccamera. I want to implement more or less like angry birds, throwing the ball that reaches its destination facing the obstacles in the way.
So when the ball moves ahead the scene accordingly moves back depending on speed of the ball.
How to manage all that. I think i should use cccamera.
Thanx.
CCCamera, per the documentation is used for 3D effects (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_camera.html) and recommends the use of CCFollow (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_follow.html) for 2D related effects (such as following the birds forward, etc).

chipmunk stack fall effect

I am using chipmunk cocos 2d iphone ,in which i have to show stack fall effect when the objects are placed on the edge of other
object.My idea is to develop the effect like "Tower Box " game. I would like to know which properties of shape or body will create effect like "Tower Box " game .please let me know how can I fall that stack.
Cocos2d provides you with a few preset project options.
One of these is Cocos2d with Box2d, another is Cocos2d with Chipmunk. It is completely up to you which physics engine you use, I have experience with both and personally, would recommend Box2d.
If you create one of these projects, it generates some example code for you, and in the case of Box2d (i haven't used an auto generated chipmunk project), you get a nice little app that spawns loads of boxes and shows them falling with gravity. You should take a look at the code behind creating the physics bodies on the boxes and adapt it to suit your application (spawn a box at a touch location, perhaps?). You could then add some logic that checks, on collision, the alignment of the falling box with the top of the stack, and either let it continue falling, or use a fixture to attach it to the box below.
For more information about using physics in a cocos2d app, as well as general cocos2d usage, check out this blog, it's what taught me in the beginning: http://www.raywenderlich.com/ [edit: just noticed there are no chipmunk tutorials on there, but the theory should be applicable to both. I found Box2d easier to use than Chipmunk]
What physics effects have you got on the stack so far? What problem have you encountered that made you question the physics properties of the objects?
For these effects you need a physics library. For 2d games box2d is quite good.