Introduction to-cocos2d
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Transcript of Introduction to-cocos2d
Thomas V. FrauenhoferBeret Applications LLC
360iDev Austin, November, 2010
Introduction to Cocos2d:Learning from Examples
Monday, November 8, 2010
Who am I?
• Software developer for 28+ years
• IBM’er by day, mobile developer at night
• 10 years in Palm OS mobile development
• (May it rest in peace)
Monday, November 8, 2010
Chromatic Cosmos
• Cocos2d-Based Tower defense game released last August
• FREE on iTunes this week!
http://beret.com
Monday, November 8, 2010
Overview
• Motivation - Why Cocos2D?
• Definition of simple project (BlockGame)
• Building the project
• We won’t finish, but you’ll get all the code
Monday, November 8, 2010
Why Cocos2D?
• Simple 2D Gaming SDK
• Built upon the OpenGL API’s
• Rich Objective-C API
• Used in thousands of apps
• Very active developer community
Monday, November 8, 2010
Even more Why Cocos2D
• Integrates with some very useful libraries
• Physics (Chimpunk, Box2D)
• Sound (CocosDension)
• Game boards (cocoslive)
• And others...
Monday, November 8, 2010
Things to Consider• Cocos2D is an open-source project
• Read the licenses carefully
• Cocos2D has changed A LOT over the past year
• Support for newer iOS versions/features
• Changes in names and abstractions used
• Adopting a new version may be a significant amount of work
Monday, November 8, 2010
High-level Cocos2d• The Director (CCDirector) is the boss
• Manages the window and the scenes
• Manages the interactions with the underlying OpenGL environment
• A game has one or more scenes (CCScene)
• Think of a scene in the thematic sense
Monday, November 8, 2010
Sample Scene workflow
source: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:basic_concepts
Monday, November 8, 2010
It all started with a (CC)Node...• CCNode is the base class of (almost) all Cocos2D
classes
• Many attributes are defined
• Position
• Size
• z-order
• etc...
Monday, November 8, 2010
• The origin is the lower left-hand corner of the screen
• The position of an object is the center of the object
image source: http://www.anima-entertainment.de
A quick note on coordinates
Monday, November 8, 2010
Layers in Cocos2d
source: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:basic_concepts
Monday, November 8, 2010
Layers
• A layer (CCLayer) is where a user interacts with Cocos2d objects
• A layer handles touch and accelerometer events
• A layer contains other layers and sprites
Monday, November 8, 2010
Sprites
• A sprite (CCSprite) is an active object in your game
• 2 dimensional object
• Has an image (not generated)
• Can be animated, touched, moved, etc.
Monday, November 8, 2010
Animated Sprites
• Use of Batch Sprites/Sprite Sheets/Atlas Sprites (versus individual image files)
• Depending on your version/history with Cocos2d
• Uses OpenGL Texture Atlas to provide higher animation performance
Monday, November 8, 2010
Actions and Animation• You animate a sprite using the CCAnimation
class
• You make a sprite move using derivatives of the CCAction class
• You can specify sequences of actions (CCSequence) and actions done in parallel (CCSpawn)
Monday, November 8, 2010
Commentary• It is important to know what you are building
before you build it...
• Design, look, interaction
• Cheaper and faster to design than to code
• ...but don’t go overboard
• Avoid “analysis paralysis”
• Iterate - design, code, test, rinse, repeat
Monday, November 8, 2010
Game Elements
Piece user drags to remove...
...one of the boxes moving
across the bottom of
the screen...
Monday, November 8, 2010
Additional Notes
• Single-color background
• I chose yellow, but you could pick another color
• You can use either color squares or dice images for UserSprite/boxes
• Both are included in basic sample project
• Using Cocos2d version 0.99.5 beta 3
Monday, November 8, 2010
Game Items
• The piece the user moves around is a sprite (UserSprite)
• The boxes are sprites (BoxSprite)
• Blockers that move back and forth above and below the conveyor belt
Monday, November 8, 2010
Game Actions• Touch and move UserSprite
• Boxes just move right-to-left
• New boxes are periodically added on right
• Blockers move back and forth
• UserSprite can collide with boxes and blockers
Monday, November 8, 2010
Miscellanous
• Using XCode 3.2.5
• Using cocos2d-iphone-0.99.5-beta3
• Requires iOS 4.0+ (4.2 for iPad versions)
Monday, November 8, 2010
Setting the scene
• Set orientation to portrait (Example 01)
• Set background color yellow (Example 02)
Monday, November 8, 2010
Miscellaneous changes
• Random start values - Example 08
• CocosDension (Sound) - Example 09
• iPad support - Example 10
Monday, November 8, 2010
For more information• http://cocos2d-iphone.org - Cocos2d for iOS information
• New book: Learn iPhone and iPad Cocos2D Game Development (Apress)
• Previous 360iDev Presentations, including:
• “Introduction to 2d Game Programming Using cocos2d” (360iDev Denver 2009)
• “Cocos2D + Box2D” (360iDev San Jose)
• Blogs (Ray Wenderlich’s is especially good)
Monday, November 8, 2010
From this presentation
• Slides:
• http://dl.dropbox.com/u/5375467/Introduction%20to%20Cocos2d.key
• http://dl.dropbox.com/u/5375467/Introduction%20to%20Cocos2d.pdf
• Sample code:
• http://dl.dropbox.com/u/5375467/IntroToCocos2DSamples.zip
Monday, November 8, 2010
My Contact Information
• Email: [email protected]
• Our company: http://beret.com
• Web: http://tomfrauenhofer.com
• Twitter: @tvf
Monday, November 8, 2010
Thank you!
(and don’t forget the Game Jam!)
http://gamejam.360idev.com
Monday, November 8, 2010