I'm new to the CoCos2D development. I have checked out some tutorials and went on trying to develop a little idea.
I have checked some partical tutorials and it all looks nice but I still have some questions about it. I have seen how to call a particle and let it follow wherever you click on the layer and so on but I need something more.
Let's say I have several circle shaped sprites on my Layer. Is it possible to do the following: click on a sprite and then a partical trail should go around the sprite so you as a player can see it is selected. The particale should keep circling around the sprite until I select another circle shaped sprite which result in dissappearing of the previous particle trail and appearing onto the new selected sprite.
Is this possible with the particle system or should I look for another way of doing this ? Any type of help is appreciated.
kind regards
Related
I have seen some similar questions asked but no definitive answer.
I have a background image that I'm using for my main menu for a cocos2d game. I plan to have it animated but not sure what is the most efficient way to do this. One idea was to have multiple images to create the animation but I was thinking this may take up too much memory as each image would be quite big.
The other idea was having one background image as a sprite and then having child sprites of that image that are animated with ccaction. The only thing is I may not be able to create such an elaborate animation if I do this.
I just wanted to get some feedback on this to see what would be the best approach.
Thank you,
Making a frame-by-frame animation of the whole screen would make your app size litteraly explode.
You should definitely go with your 2nd idea, i.e have different sprites for each animated component and use actions to animate them.
Check out CocosBuilder: it provides a nice UI for designing such complex animations
I am trying to develop an 2D game using cocos2d library. I am still learning the framework.
Please understand that I am new to game development but not new to programming using objective c.
Here is the issue I am facing when it comes to my game development effort - I feel that I am missing the theoretical understanding of how to develop an infinite scrolling game. Is it possible for any of you to provide me some guidance on that ?
Here is my understanding of achieving infinite scrolling using cocos2d framework:
Cocos2d has a singleton director class which handles the current scene and scene transitions
In the current scene, I feel like I have to create an platform object consisting of several images and add them as a child to the current layer. And constantly run a move action to the platform sprite. So as and when I detect a particular image is off screen I have to replace it with another image. That way I will be able to create an infinite scrolling.
I am sorry if point 2 is not coherent. I just attempted to put my understanding of how to infinite scrolling.
Can you please help me with this ?
Thanks
I dissected how to implement scrolling with cocos2d-iphone in this article. What you probably want is the "fake scrolling" approach where two background images are moved and switch position after one completely left the screen.
You want to do this for the background layer only, not individual sprites. Your world isn't really moving, it's just the background panning that creates the illusion of movement. All sprites etc (player, enemies) movement is still relative to screen coordinates.
You'll find a working implementation in the code for my Learn Cocos2D 2 book in the Shoot'em Up project.
If you don't want to bother implementing this yourself, KoboldTouch supports endless/infinite scrolling for tilemaps. Here the game objects actually move along with the background infinitely (up to the maximum coordinates supported by float which is around +/- 16 million points).
I am trying to create a simple game that mainly consists of a ball rolling down an incline. The player's only control is to cause the ball to jump. My question is, what is the best way to make it appear to roll while generally keeping the ball at the same place on the screen? I have considered CCCamera, but it seems like it's not the best option since I want a repeating background image. Scrolling the background manually is also giving me trouble because it's not clear how to get the ball to stay in one place while letting Box2D handle the physics. I'd appreciate any help as I've been stuck on this for quite a while.
Use CCFollow on the layer where you draw the game stuff, and let it follow the ball sprite:
[gameLayer runAction:[CCFollow actionWithTarget:ball]];
I'm making a platform game, and everything was great. My sprite moved when i touched the left side of the screen, and jumped when i touched the right side. But then i decided to make it move by itself. so i added the ccmoveto function, but now it does not jump! I'm new to cocos2d but everything is working ok, except this, already searched but couldn't find the answer can someone please help me?
I tried everything, but it only jumps if i delete the ccmoveto action.
I'm using cocos2d 2.0
Thank you!!
CcMoveTo will override any manual position changes, inluding changes from other actions like CCJump. Your character is set to move to destination in a straight line, no matter what.
It's issues like these why I always recommend not to use actions for gameplay logic. Especially position, you need to retain full control over it. Use a direction vector and integrate position every update: and you're free to do everything you need.
my advice is to use one of the physics engines provided with cocos2d: Box2D and Chipmunk physics. Thanks to this engines you can define the characteristics of the world (i.e. gravity vector) a shape and a mass for your sprite (i.e. a rectangle with a weight). Then when you need it to jump you will just create a force vector with the characteristics you need (i.e. angle, etc.) and keep updated your sprite with its physical body. This will make your sprite jump and land quite realistically.
I'm wanting to create a WoW cooldown effect where a player does some action and is not able to do the action again until the sprite is fully shown again. I have a grayed out version of the same sprite and am wanting to slowly reveal the sprite until it is fully available again. So, there will be a slow blend vertically of the gray and colored sprite.
Is there a way to do this with built in functionality with Cocos2d and CCSprite?
I'm using v2 of Cocos2d so I could write a shader which I think would be pretty easy, but before I went this route I wanted to see if there is an easier way.
Take a look to the CCProgressTimer class. If I understand right, it will make what you want
You can use CCFadeIn to animate the colored sprite over the grayed sprite :
[coloredSprite runAction:[CCFadeIn actionWithDuration:1.0f];