After a few years with cocos2d, i have to say the truth ,i am seek of putting CCMenus in code, order them, create CCScenes to every page with coding, especially when i see the simple way its done with Apple's storyboards .
I know that the cocos2d interface builder project was shut down(they say so in the site) , so i wonder what are my ways , to work with cocos2d to order scene/buttons and storyboards ,but not do it all by coding (coding the coordinates,buttons,pages,scrollers,etc) .
Is there an option for me that i haven't heard about ??
(i use the cocos2d v2.0)
Thanks.
Have a look at SpriteBuilder (an amazing open source project forked off CocosBuilder).
Related
I need to integrate FuseTools animation samples to unity 3d animations. Can you please tell me is it possible and what suitable method should i approach ?
Thanks
I have an interest in FuseTools too. I think one approach would be using the Foreign Code feature to wrap Unity 3D. This wouldn't be an easy task. There are some discussions regarding graphics in the Fuse forums, I would suggest to have a look before venturing further.
It can't be done.
Unity and FUSE(tools) both compiles projects to APPS ready to publish, neither one of them can generate code that can be used or embeded outside their platform.
Unity uses IL2CPP to create C++ code. Fuse(tools) uses UNO for the same purpose.
Maybe if you can unwrap both compiled projects there is a way to mix things, but at the end, it would be easier to code directly on Java or Objective-C | Swift.
Im new to GUI programming and i want to create a program that has modules and enables its user to connect these modules together by draging and dropping them then connecting them together visually in order to create a structure for simulation.
Example software already in market :
Proteus , EV3 lego software , matlab simulink
Im planning to use glade with gtkmm although all I found on the subject is the drag and drop tutorial which isnt that usefull
I really just need guide lines and where to start on learning how to make my project
Thank you
I don't know of any GTK+ or gtkmm API that will help much, though I wish something suitably high-level existed. I have implemented something fairly similar, for designing database table diagrams:
http://www.murrayc.com/permalink/2007/02/17/glom-relationships-overview/
and for designing print layouts for database records.
I used GooCanvas via goocanvasmm, but had to implement several classes to provide generic functionality such as drag-to-move, drag-corner-to-resize, snap-to-grid, snap-to-lines, etc. My code works but I'm not very proud of it:
https://git.gnome.org/browse/glom/tree/glom/utility_widgets/canvas
Glade won't help you much with this. It's for laying out normal widgets, not for implementing specialized UIs such as this.
I'm developing my first Windows desktop application and I'm trying to figure out what the best approach would be to create the program's GUI.
I know, I know... I feel stupid for asking considering the amount of data on the subject on SO. However most answers seem outdated and I'm not sure if they fit my specific project. Also tutorials for Windows 8 'metro apps' are clogging my Google search results, which is NOT what I'm looking for.
I use Visual Studio. I've followed tutorials. I have basic knowledge of C and Java and extensive experience with PHP. I'm excited to learn C++, so I'm not looking for GUIs to create a GUI (like WinForms). I also don't care about managed code and portability for now, especially since I'm trying to avoid dependencies (i.e. users having to install .NET). As long as it runs smoothly on Vista and up, I'm happy.
The application
The software will teach basic physics to kids. I'd like to create a main area and a sidebar. The main area will feature a physics animation, say a bouncing ball, along with some Q&A. Users can zoom in to the animation to measure some stuff and answer the question. Users can track their progress in the sidebar. That's pretty much it.
What I've found so far
I'm getting a bit frustrated with MSDN. Most of their examples are given in four different languages (C#, C++, etc). I can't seem to get more than a bit of Hello World code from them.
I found a GDI API on MSDN and it seems like a good start for me. However I've read quite a few answers on SO saying creating layouts in pure C++ is really hard, that we're better of using frameworks like ATL and WTL. Since I'm also going to create (somewhat interactive) animations, I've wondered whether I should use gaming-targeted APIs like Direct2D.
Since all of this is new to me, and there are a lot of options, I don't know where to start for my particular application. Any tips would be greatly appreciated!
Using the raw Win32 API (no additional downloads or third-party helpers):
Here's a good primer (introduces dialog boxes, text boxes, buttons, etc): theForger's Win32 API Tutorial
And here's where you go from there (numeric up-downs, list boxes, combo boxes, tooltips, and more): Common Controls on MSDN. Most of these require you to #include <commctrl.h>.
I also found this to be a good resource that covered what the other two didn't: Win32 Developer - Window Assets
But the Win32 API doesn't seem like it does exactly what you want. A physics app for kids should have a more visual GUI than the API can provide. Good luck, though!
If you're ok with adding additional Frameworks, I'd suggest looking at Qt.
It allows to create the GUI from code only, has a good structure, and has an Interface for 2D drawing, if required.
If you are concerned about dependencies, you only have to include the Qt DLLs to your executables; no installation is required for the user.
To get started, see my (old) tutorial "Lessons in Windows API Programming".
But you really need a good book, such as edition 5 or earlier of Charles Petzold's classic "Programming Windows".
The problem with latest edition is that it's for C# and .NET, with Charles grabbing the tail of the "new way" at just the wrong timeā¦
Disclaimer: I haven't checked the details of edition numbers.
Using the Windows API is the simplest, but producing advanced GUIs can take a very long time. Microsoft Foundation Class is a way to make the Windows API more user friendly and OOP. Does anyone have any experience with MFC?
Why not use some 2D C++ game engine, like HGE: http://hge.relishgames.com/overview.html.
i'm a newbie with cocos2dx, i'm trying to create a game using tilemaps with cocos2dx and tiled (.tmx), I don't know what if it's the good way to go, but I want to create an endless map, a game when you can run and run for ever if you want.
I was trying to use two tilemaps and repeat one next to each other without success (i'm still very limited in knowledge of cocos2dx :) ).
Did you recommend me this approach? if no, what do you recommend me?, if yes how can i put two tilemaps one next to each other?
You should follow this official tutorial to learn how to create good endless title map: http://www.cocos2d-x.org/docs/tutorial/parkour-game-with-javascript/chapter7/en
Even this is a tutorial for javascript but the class used is the same. Hope it help.
I am pretty new to cocos2d-x. Surfing internet did not help much.
My Question:
We have requirement to develop an application which has more controls like calender, table, options along with few animation stuff. I really impressed with cocos2d-x. But i do not find any use cases like calender, table , that can be used in cocos2d-x, unless we write on our own. [ i may be wrong also here ].
So, Kindly suggest, if going with cocos2d-x , can i achieve the said above?.
There are some extensions inside cocos2d-x distibution (see ./extensions folder), and some UIKit classes reimplementations on github. Animations usually implemented with CCAction subclasses (like CCMoveBy, CCMoveTo, etc).
Yes. You can use native controls using a bridge between Cocos2d-x and Objective C
Here is an example of how to achieve it.
However these native UI will run only for iOS. You wont be able to get the benefit of cocos2d-x being multiplatform.