cocos2d for iPhone is a framework for building 2D games, demos, and other graphical/interactive applications. It is based on the cocos2d design: it uses the same concepts, but instead of using python it uses objective-c.
cocos2d for iPhone is:
- Easy to use: it uses a familiar API, and comes with lots of examples
- Fast: it uses the OpenGL ES best practices and optimized data structures
- Flexible: it is easy to extend, easy to integrate with 3rd party libraries
- Free: is open source, compatible both with closed and open source games
- Community supported: cocos2d has an active, big and friendly community (forum, IRC)
- AppStore approved: More than 2500 AppStore games already use it, including many best seller games.
cocos2d for iPhone supports: iPod Touch, iPhone, iPad and OS X
Features:
- Scene management (workflow)
- Transitions between scenes
- Sprites and Sprite Sheets
- Effects: Lens, Ripple, Waves, Liquid, Twirl, etc.
- Actions (behaviors):
- Trasformation Actions: Move, Rotate, Scale, Jump, etc.
- Composable actions: Sequence, Spawn, Repeat, Reverse
- Ease Actions: Exp, Sin, Cubic, etc.
- Misc actions: CallFunc, OrbitCamera
- Basic menus and buttons
- Integrated physics engine (both Box2d and Chipmunk)
- Particle system
- Text rendering support (variable and fixed width fonts)
- Texture Atlas support
- Tile Map support (TMXmaps):
- Orthogonal maps
- Isometric maps
- Hexagonal maps
- Parallax scrolling support
- Sound support
- Streak Motion support
- Render Texture support
- High Score server (Cocos Live)
- Point based API: Supports Retina Display
- Touch/Accelerometer support (iOS). Keyboard / Mouse support (Mac)
- Portrait and Landscape mode (iOS) / Automatic Fullscreen support (Mac)
- Integrated Pause/Resume
- Fast Textures:Supports PVRTC textures, 8-bit textures, 16-bit textures and 32-bit textures
- Language: objective-c
- OpenGL ES 1.1 based (iOS) / OpenGL 1.5 based (Mac)


Hey, not sure if this us who I should contact about this concern but on the hall of fame list there is a very offensive username that I feel is very wrong and inapproriate and I was just wondering what could be done about this situation. The person currently holds position #37. Thanks for your time.
Hey, I think there is a bit of false advertising here. We are using cocos2D for a game right now (we got forced to), and we saw the rendering code.
EDITED POST: since it was spreading FUD, and actually all the statements made by this user were totally wrong.
See the answer below.
@Daivuk: Please, use the forum to ask questions.
http://www.cocos2d-iphone.org/forum
Add your sprites to a CCSpriteSheet node and all your sprites will be batched. See the samples that come with cocos2d!
When will this framework reach 1.0 status?
check out how to install cocos2d for iPhone at http://www.oscarvgg.com/installing-cocos2d-for-iphone/
This is an awesome framework. Makes life easier for the novice developer.
Atari just released a game called “I love Strawberries” using the cocos2d engine. Just thought you’d be interested.
Hi guys! I watched your demonstration videos with flash video support on my HTC Desire, Android 2.2
I had an iPhone 3GS but I’m sick of Apples bullcrud, it stopped working and they wouldn’t replace it even within the warranty period,, I loved your software tho, the games that come from it are great!
Awesome framework and community. I’ve made 9 games with cocos2d, and it keeps getting better and better with new features, improvements, and tons of great examples. There are even great third party tools for cocos2d that are usually either free, or very low cost. I couldn’t recommend cocos2d any higher, it’s the best 2D game framework.
I have added audio to TweeJump, it offers random audio selects for Background music and jump FX. Would you like to post this version at your Wiki?
BTW…. thanks for Cocos2D!!!!
Sincerely,
John Avatar™
JohnAvatar@JohnAvatar.com
I’ve been developing games using cocos2d-iphone for some time and was offen trapped with the Efficiency Problem. I was thinking about if it is possible to improve the engine using the STL-style template programming in the back-end ,rather than NSObject programming. Did cocos2d-iphone have plan about this? Or I wonder if I could contribute on it?
Best Regards!
Hope to get your reply soon in mail.
Hey,
I just want to let you know that my game Contre Jour was nominated for best mobile/handheld game of E3 . Along with Mario for 3ds and Uncharted for ps vita.
And yes it’s a cocos2d game.
http://gamecriticsawards.com/nominees.html
I want to thank you for your hard work on cocos2d. It’s a great framework and it made my life much better
Thanks,
-Mo
@Maksym
Wow, Centre Jour seems to be a great game. When will it be available ? Feel free to announce it on the games forum: http://www.cocos2d-iphone.org/forum/forum/1
FAQ: Who makes cocos2d for iPhone?
@Matt: These people: https://github.com/cocos2d/cocos2d-iphone/blob/develop/AUTHORS
I cannot create an account and I can’t find any admin emails. Any ideas?
(I can register but I never get an email for password and I tried lost password still no email. I tried various emails and check junk folders..)
can yall tell me how i can get the “DoodleDrop” resource files…im doing the tutorial in the coco2d for iphone book and im on chapter 4 on the part where you have to add the “Alien.png” file, but i cant find it anywhere… can someone please help me locate that file by telling me where i can download it from..
I created a post “Renaming Cocos2d Project Name – Copy then rename??” and when I click to get responses, it goes to some other post. Anyway to fix this, I can’t receive the replies… Thank you.
Hi, I am converting several apps of mine to Cocos2D and I see you have this section (http://www.cocos2d-iphone.org/games/) where you list the apps created with Cocos2D. I would like to include my apps there, but none of my apps are games, they are prank apps that use the camera and image composition. How should I proceed? Can you guys include a subdivision on that page that lists non-game apps? Thanks.