cocos2d game sample based on gameloop? - iphone

I want to develop 2d game through Cocos2d.but i could not find
any tutorial based on the following.I want one game loop and one draw screen.can I do Multiple sprite animations within one scene..(translating World etc).where can i find tutorial how to use those classes which are coccos2d?
-(void)gameloop
{
calculation();
drawImage();
drawImage1();
}

It is quite simple, you do not have to know opengl essentials to use cocos2d. cocos2d is quite simple yet awesome!. Just download the cocos2d 0.99.5 and it comes with sample tests. You will be able to find almost all of the things you want to do in a game i.e. animations, touches, moving sprites, particle system etc etc
so just go to:
http://www.cocos2d-iphone.org/

How to learn OpenGL by example, say, building a rotating globe?

Related

Simple Cocos2d Iphone Game. Just some basic questions

I'm making an app, where the sprite has to run across the screen pressing buttons and jumping and ducking. Kind of like line runner. Anyways, I'm using cocos2d. Is this what i should be using. If it is, how would i make it. Im not asking for all the code, just the basic objectives and what i should do! thanks so much!
Cocos2d is one of the best platform to make game i think what you want to do can be done by cocos2d and you need to know how to move object(sprite) across the scene and how to detect the collation.
there is lots of way to move the sprite across the screen you can also move then by the cocos2d built in methods.
search for move method which will help you.
I would definitely advise you to use Cocos2d for this purpose and also Box2d if you need real physics simulation in your game.
Regarding of writing your game have a look here : It contains very useful cocos2d tutorials and even have a tutorial of how to write a full functioning game (Look for the monkey game)
Note : It seems that the link does not work right now but I am sure it will be fixed soon..

If you did not want to use Cocos2D, or a similar framework, how would you start making a game like "The Legend of Zelda" part 1 for iPad?

I am going to make a 2D iPad game today, but I do not want to use a game framework. I am more interested in how the framework is created, how to program the physics, and other low level topics.
So, if I'm not using a framework, how do I start? Is the first step to create an OpenGL based app in XCode?
OpenGL would be a place to start, but i would look through the cocos2d source, and see how various things are being done in that.
To program a 2D game from the ground up, especially if you're new to iOS, I don't see any reason to use anything other than the CoreGraphics and CoreAnimation APIs. Any bitmap-based imaging is typically done via OpenGL behind the scenes.

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.

how to learn "Animations in COCOS2D"

I am new to cocos2d animations and I want to learn it , as always I stops at the point of animation while making iPhone games in cocos2d.
Can any one suggest me the way to learn such animations, so that games animation creating will become easy to make.
Thanks.
Seems like there are 2 ways to go - either your sprites are laid out in a regular fashion and so can be picked off the sprite sheet in a programmatic way, like this first example. The other way is to use a tool like Zwoptex to create the sprite sheet and a corresponding plist that tells Cocos2d where to find the images on the sheet, see second example.
Tutorial for getting sprites off a sheet, using a regular layout:
http://getsetgames.com/2010/04/18/how-to-animate-sprites-in-cocos2d/
The basics are:
Get your images into one large image/texture
Create a CCSpriteSheet using that texture
Create a CCSprite using one of the images in your sprite sheet
Create a CCAnimation and populate it with CCSpriteFrame's - each representing a frame in the animation
Create a CCAnimate action to manage showing each frame and run it on sprite, voila.
The alternative is to use a tool like Zwoptex to configure your images on a sheet which will export the sprite sheet and a plist of details of the images on it.
The first third of this tutorial explains it:
http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone
Hope that helps,
Chris
There are several cocos2d tutorials avaliable around the net. Also take a look at their docs. Another good resource can be github.com where you'll find at least couple of opensource games made in cocos2d
There are Mainly 2 tools I use for the animation of the images they are:
Texture Packer
Zwoptex
These 2 tools are great to work with it. The Texture Packer has also the integrated the Physics Editor which can be used to integrate the physics in the game. You can get the tutorial of both these animations from Ray Wenderlich Demos.
This course helps you to build a game with Cocos2D, however it costs 99$. But animations are covered in the course, so you might look into that direction as well:
Click here

2D Game Character Animation in iPhone - How is it done?

What I mean is, do animators work on an animation in say Flash (or some other kind
of key frame animation program) and then export it to the iphone somehow?
For example, say I am an animator and I want to create a person waving for an iphone
game. What type of external program would I use and then what libraries on the iphone
sdk would I use to load them in?
I think it all depends on how in depth you want to get. Making a 2D game is a broad statement. For example, to make what you ask. You would just make a series of PNG images for a cell based animation of the wave. wave1.png, wave2.png, waveN.png...
Then load the PNG images in and then play them in sequence. You can do this with UIImageView, Core Animations classes, or manually your self with UIImages and UIViews.
There a lot of great game engines you can check out too. Here is a link for an example of what is available. Game Engines
For the best performance, most companies/developers use OpenGL to do both 2D and 3D style games. You can utilize a lot of tricks for the textures used in your games.
The iPhone natively supports key frame animation with the CAKeyframeAnimation class.
I think the most popular framework for 2D games is Cocos2D: http://cocos2d.org/