I'm making an iPhone game in cocos2d.
I was wondering how I would make the camera / the view follow a specific sprite?
would I use the CCCamera class?
Yes, CCCamera would work. However, it has some drawbacks that make it undesirable for some uses. Moving the layers respectively all other objects relative to that sprite may be a better solution. It depends on the game.
First, read up what the different approaches and their drawbacks are, you can get a lot out of this cocos2d forum thread:
http://www.cocos2d-iphone.org/forum/topic/5363
It would be helpful if you could describe what your game is about and why you need the camera attached to that sprite.
For example, if you're thinking of a running game like Canabalt, i would not use the camera to scroll over the world, but instead scroll everything relative to the player (towards him) with the player sticking at about the same x coordinate while running. Perfect examples of games where you would not move the camera at all are the iCopter games, they are basically simplified versions of Canabalt. Notice that the player sprite always stays at the exact same x coordinate, and the game world just scrolls
Scrolling the camera itself in my opinion makes the most sense if you have a large game world that the player can traverse in all directions, and the number of objects are simply too numerous and also moving about in various directions, so updating their positions individually each frame would be both overkill and prone to errors. And since the game world is so huge, you would want to use the camera's position to limit what is drawn on screen.
use CCFollow actions
Like these :-
[self runAction:[CCFollow actionWithTarget:(u r hero) worldBoundary:CGRectMake(0,0,1050,350)]];
it will helps
Related
I have two nodes, player and platfrom. Both have a physicsBody around them. My player is still and the platform scroll by an SkAction. when the player reaches about half-way on top of the platform it falls threw it.
player.physicsBody=SKPhysicsBody(rectangleOf:player.frame.size)
player.physicsBody?.isDynamic=true
player.physicsBody?.allowsRotation=false
player.physicsBody?.affectedByGravity=true
platform.physicsBody=SKPhysicsBody(rectangleOf:platfrom.frame.size)
platform.physicsBody?.isDynamic=false
the platfrom set up is.
plat.size=CGSize(width:(self.frame.width)*2,height:(self.frame.height)/3)
plat.anchorPoint=CGPoint(x:0,y:0)
plat.position=CGPoint(x:0,y:0)
plat.zPosition = 2
addChild(platform)
I tried using this instead but player still falls down
plat.physicsBody=SKPhysicsBody(rectangleOf:CGSize(width:platform.width,
height: platform.frame.height))
I want the nodes to act like a solid object, in that they don't overlap each other when the player moves. Also it there an alternative method I can use. I don't really like working with physics.
An alternate to working with physics is to use the recently added to iOS 10 SKTilemapNode to create the background. Each tile can be tagged with data to indicate if the tile is ground or not. You then focus on how the player moves relative to the tiles. There are currently not a lot of examples to show this working, the WWDC 2016: What's new in SpriteKit shows this briefly. Other resources include a top down example which shows at least how to build the background tilemap and some background info on why physics engines don't provide the best experience for platformers. Kenney's is a good source of tiles for platformer artwork.
I'm developing a game with large obstacle and sprites(in cocos2d+box2d for iPhone), then after zooming out my sprites and layer (by increasing cameraZ), I make my game to play by user, which causes some problem in touch detection of dynamic objects.
Can it be said a good approach to work with? If No then what will be the solution to work properly(consider that I have traveled so far with this approach)?
NOTE:[self.camera setEyeX:0 eyeY:0 eyeZ:180]; (i'm using this line for zooming out, putting camera far from my sprites by increasing z)
If you use a camera for zooming then cocos2d will no longer correctly convert your touch locations to opengl coordinates, since it doesn't invert the camera transform. I would recommend using scale on the layer that your objects reside on to implement zooming. This gives you precise control over the zoom factor and touches will be correctly transformed when you use methods to convert touches from screen space to node space.
What's the best method for pulling back to show more of a view in a 2D OpenGL iPhone game? For instance, in Tiny Wings, when the bird flies toward the top of the screen the bird and the scenery pull back to simulate the bird going higher in the sky. Would this effect be better achieved by scaling all the sprites proportionally, or by using glOrthof? In any case, I'm assuming that the zoom-out factor is inversely proportional to the player's y position.
You almost certainly want to use glOrthof so all you're changing is how the camera sees the scene. This avoids recomputing all the normals and such in the scene, saving quite a bit of work. It's also easier for you to implement.
Hello everyone I an very new to cocos2d, so I apologize if this is a simple question. I would like to create to sprites that collide when they hit each other.
For instance, one sprite, spriteA, is in a fixed position on the screen. And another sprite, spriteB, is moving around the screen. SpriteB will collide with spriteA. If that doesn't make sense or you don't understand it, tell me and I will elaborate further. Any help is appreciated. Thank YOU!
Try using Chipmunk or Box2d physics systems. These are included with Cocos2d and work by having a physics simulation that updates with every time the graphics change on screen.
The physics simulation will tell you if two objects are overlapping, and will provide physical attributes like weight, slipperiness (friction), speed and direction, which creates reactions like bouncing, sliding, realistic loss of speed and changes of direction on impact.
If you are new to physics simulation, here's a 30 second run down:
Create "bodies" in the physics simulation that represent each graphical sprite
Bodies are usually defined more simply than their graphical counterparts, like a circle, square or simple polygon shape
In order to update the graphics on the screen accurately, first you establish a pixels to meters ratio. Meters are notional (i.e. made up) measurement that is used in the physics sim
Each time the physics simulation "ticks", you update the graphics on screen accordingly
So if a body in the physics sim moves 1 meter, you might transform the pixel sprite 32 pixels
Here's a good tute on collision detection using Box2d.
http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone
enjoy
Its actually very simple:
Just schedule a timer: [self schedule:#selector(checkForCollision:)];
Specify the method: - (void)checkForCollision:(ccTime)dt {}
In the curly braces, make CGRects for each sprite using CGRectMake.
Then in the same method, just call: if (CGRectIntersectsRect) {}
That easy!
Well technically speaking when the 2 sprites interact, or share at least one common point, then they are colliding. I'm a little confused by your question. Are you asking for direction on how to make the sprite move on screen, or are you asking how to handle the actual collision(such as calling a method if they collide)?
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).