Tag Archive for 'cocos2d'

Learning Cocos2D Book Now In Print!

Learning Cocos2D Book

Hi everyone, this is Ray Wenderlich and Rod Strougo.

We are pleased to announce that our book Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk is now in print!

The book teaches you everything you need to know to use Cocos2D and the Box2D and Chipmunk physics libraries to build your own games. It’s great for complete beginners to Cocos2D/Box2D/Chipmunk, or for those who are looking to firm up their knowledge or learn some new tricks.

The book takes a hands-on approach, and walks you step-by-step through the process of building a complete game called Space Viking! After building this game, you’ll have practical experience you can apply to making your own games.

By making the complete game you’ll learn the following:

  • How to move a character with Joystick controls
  • How to animate characters with multiple animations and states
  • How to add enemies with basic AI
  • How to make side-scrolling levels
  • How to make a cool cart racing game with realistic game physics
  • How to make a jumping platformer with game physics
  • And much more!
Learn how to make a cool game with Cocos2D, Box2D, and Chipmunk!

Learn how to make a cool game with Cocos2D, Box2D, and Chipmunk!

If you want to see more, click here to see a video of one of the levels in action!

The code in the book is compatible with the latest version of Xcode (Xcode 4) and Cocos2D (Cocos2D 1.0).

You can get the book in the following formats:

Each format contains the same content – it’s just where you’d prefer to read it.

Rod and I would like to give a huge thanks to Ricardo Quesada, Erin Catto, Scott Lembcke – without these guys, this book (and many cool games!) would never have been possible!

We hope you enjoy the book, and if you have any comments or questions please stop by the book’s official website or the book forums!

A SpaceManager Game

This article is going to build upon the basics described in the previous SpaceManager article written some time ago which can be found here: http://www.cocos2d-iphone.org/archives/677

About the Author:

My name is Rob, I’m one of the guys working under the mobile bros. LLC title. We’ve released a few games in the recent years, all using SpaceManager, including: Pachingo, Trundle, and Kill Timmy. I am personally interested in physics myself and always looking for new ways to incorporate them in our games.

Goals

Today’s goal is to design a basic game using Cocos2d, Chipmunk, and SpaceManager. I believe the best lessons are those learned from example, so for this article I’ll walk you through building a small example of a game and show off some of the features of SpaceManager. Some of the things we’ll demonstrate here are:

* Save and Load entire game state
* Explosions in Chipmunk
* Creating a debug-layer
* Using impulses
* Retina Support

So what type of game should we do… perhaps one where we slingshot grenades at structures hoping to kill some kind of ninja animal inside? Sounds like a plan, so lets dive right in. This tutorial will use Cocos2d 0.99.5 and SpaceManager 0.0.6. I HIGHLY recommend you download the accompanying source code for this article so you can follow along; this will have everything you need and you can skip the setup steps. Source is found here:

Download the Source-Code: GrenadeGame.zip

Edit: Updated source location

Continue reading ‘A SpaceManager Game’

The Chipmunk SpaceManager

Cocos2d and Chipmunk

Cocos2d-iphone and Chipmunk

A while ago when I (MobileBros) was just beginning to use Cocos2d-iphone, I also started playing around with Chipmunk; at the time this was the only physics library that came with Cocos2d and I wasn’t really aware of anything else out there. Very quickly I discovered that I was writing a lot of repetitive code in order to use Chipmunk and what was more was that it was in C, making me have consider two languages now! Sound familar?

Chipmunk:
Chipmunk is actually very simple in concept. There is a chipmunk “space”, you add shapes/bodies/constraints to the space, you ask the space to simulate a specific amount of time. Thats it! The last step performs all the magic that is rigid-body physics.

Cocos2d Integration – Basic Approach:
Cocos2d is very good at a lot of things, its a very good at displaying sprites, particles, actions, touches, and a number of other things. Chipmunk is very good a simulating rigid-body physics. The common approach to “glueing” both components together usually involves running chipmunk and telling it to update Cocos2d nodes (setting position and rotation); pretty much a basic model-view approach. Modifying the constraints, and modifying collision behavior in the chipmunk system would result in different behavior; your game logic.

The SpaceManager attempts to step in as this glue and automate much of the process.

What is SpaceManager?

There are actually two distinct parts of the Chipmunk-SpaceManager project. There is the core SpaceManager class and then there are a number of “helper” classes targeting Cocos2d-iphone and used for representing shapes and constraints with CCNode types. In fact most people do not realize that these two parts are independent of each other.

Core:
The goal of the core SpaceManager class was to provide an encapsulation around the basic tasks we (at least) found ourselves performing over and over. Theses tasks included:

  • making basic shapes (rects, circles, polys)
  • removing shapes (especially a mechanism for during collisions)
  • advancing time within the chipmunk space
  • negligible API difference in Static and Active shapes
  • updating our views with our “model” (Chipmunk –> Cocos2d)
  • updating our model with our controller/view (Cocos2d –> Chipmunk)
  • non invasive to chipmunk (you can combine native chipmunk calls with spacemanager calls)
  • window containment walls (sounds dumb, but it’s tedious)

Our aim was not exactly to wrap exising objects and functionality (In fact slembcke just released an obj-c wrapper suite). Instead we wanted something to manage common tasks/patterns.

Cocos2d Helpers:
The goal of the “helper” classes was to provide a simple solution to associating a shape/constraint with a corresponding CCNode type. By doing this we could also accomplish a number of other common tasks including: automatic cleanup of shape/body from chipmunk upon node deletion, as well as being able to control the position and rotation of shapes thru CCAction's or even just calling setPosition or setRotation on the node.

cpShapeNode and cpConstraintNode are somewhat special in that they will draw their corresponding shape/constraint respectfully. For instance you just created a cpConstraintNode with a spring constraint, by adding this node type to a CCLayer or other CCNode it will correctly draw a spring constraint between the attached bodies (it uses OpenGL to draw a zig-zag line).

A base class called cpCCNode is provided for anyone wishing to derive their own class implementation. It provides:

  • shape property: your associated shape
  • integrationDt: if other than zero, any call to setPosition (not coming from chipmunk) will result in velocity being calculated
  • spaceManager: a reference to the owning spaceManager
  • autoFreeShape: cleanup the shape, needs the spaceManager property set
  • applyImpulse: apply an impulse to the shape’s body
  • applyForce: apply a continuous force to the shape’s body
  • resetForces: reset any continuous forces to zero

Give me an Example!

Lets assume you are working on a CCLayer that you’ve just subclassed and want to integrate Chipmunk with. This layer will act as your space and any CCNodes added will represent your shapes and constraints.

First off, lets create our space and add a containment rect (so other shapes can’t go offscreen).

smgr = [[SpaceManager alloc] init];       //SpaceManager* smgr declared in header file
[smgr addWindowContainmentWithFriction:0.8 elasticity:0.7 inset:cpvzero];

Well it doesn’t look like much, but chipmunk was just initialized and a cpSpace was created and set up with default values and gravity. We then created a containment rect, thats somewhat bouncy with the friction coefficient of concrete, a concrete room if you will.

Our First Shape:
Well thats all well and good, but lets add a ball next; lets use a cpShapeNode (a “helper” class) for this example because it only uses OpenGL primative calls to draw itself.

cpShape *ball = [smgr addCircleAt:cpv(240,160) mass:5.0 radius:15];
 
ballNode = [cpShapeNode nodeWithShape:ball];       //cpShapeNode *ballNode declared in header file
ballNode.color = ccBLUE;
 
ballNode.autoFreeShape = YES;
ballNode.spaceManager = smgr;
 
[self addChild:ballNode];

We just asked the SpaceManager to create a circle shape for us, placed in the middle of the screen with a mass of 5 and a radius of 15; it gave us back a cpShape* which we then attached it to a cpShapeNode, colored it blue, and added to self (our CCLayer). Also important here is that we told the ballNode to auto-free it’s shape (when ballNode is released) and also who our SpaceManager instance was. This frees you from worrying about clean-up later.

Crank it up:
At this point, things are starting to sound interesting, however if you ran the code right now, you’d wonder why there is a blue circle just sitting in the middle of the screen. Oh yeah! We need to tell chipmunk to start simulating our space.

[smgr start:1.0/60.0];

Woo-Hoo! We did it, a blue ball should fall from the center of the screen and bounce up and down a few times on the bottom of the screen. Well ok, thats not very interesting is it.

Touches:
Perhaps we can make it do something in our touch methods. Don’t forget to set up your layer as a touch delegate…

-(BOOL) ccTouchBegan:(UITouch*)touch withEvent:(UIEvent*)event
{
   CGPoint pt = [self convertTouchToNodeSpace:touch];
 
   [ballNode applyImpulse:ccpMult(ccpSub(pt, ballNode.position), 3)];
 
   return YES;
}

This will give the ball a jolt in the direction you touch, stronger the further away you touch. Now if you only had a target to hit…. you’d have a game!

A Game Idea…
$1,000,000 Game Idea: A ball and a target; touch to launch the ball at the target; the less touches it takes to hit the target, the more points you get!

Ok so lets get a target going, perhaps a nice red square?

cpShape *target = [smgr addRectAt:cpv(440,160) mass:STATIC_MASS width:20 height:20 rotation:0];
 
targetNode = [cpShapeNode nodeWithShape:target];       //cpShapeNode *targetNode declared in header file
targetNode.color = ccRED;
 
targetNode.autoFreeShape = YES;
targetNode.spaceManager = smgr;
 
[self addChild:targetNode];

Nothing too dramatic here, EXCEPT whats this STATIC_MASS thing? Well in chipmunk terms STATIC_MASS == INFINITY, the former just seemed a little more definitive sounding. In chipmunk land there are shapes that are “active” and then there are shapes that are “static”, static shapes are never supposed to move; they are immovable as far as chipmunk sees things. Well what better use than for our target rectangle shape? Passing a STATIC_MASS for mass will make the SpaceManager perform the necessities it takes to set one up, everything else will look the same as when we created our ball above.

Collision Callbacks:
We now have a ball, touch logic, and a target. All we need now is to know when the target has been hit. First off, we need to define a method to handle this.

-(BOOL) handleCollision:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpSpace*)space
{
   if (moment == COLLISION_BEGIN)
   {
      CCLabel *label = [CCLabel labelWithString:@"You Win!" fontName:@"Helvetica" fontSize:32];
      label.position = ccp(240,160);
      label.color = ccBLACK;
      [self addChild:label];
}
 
//other moments: COLLISION_PRESOLVE, COLLISION_POSTSOLVE, COLLISION_SEPARATE
 
return YES;
}

If you’re familar with chipmunk callback functions, you’ll notice that this is slightly similar but you are now passed a CollisionMoment variable as well. This enum tells you what collision moment we are at, in this case we only care about when the objects first begin touching.

Now don’t forget…. we need to register this callback with our SpaceManager instance:

ballNode.shape->collision_type = 1;
targetNode.shape->collision_type = 2;
 
[smgr addCollisionCallbackBetweenType:1
                            otherType:2
                               target:self
                             selector:@selector(handleCollision:arbiter:space:)];

Thats it! If we just keep track of how many touches, perhaps display them too our game is all done. If anyone is interested in this example, the complete source is given here: SpaceManager Example

The SpaceManager can do a whole lot more than discussed here including: scheduling shapes for deletion, fragmenting shapes, morphing shapes between active and static, detecting persistent contacts, etc. The project web page can be found at http://code.google.com/p/chipmunk-spacemanager/ and a more in-depth example is included with the source code.

cocos2d for iPhone – video #3

This video includes the new and improved features from v0.7.1 to v0.8.1

cocos2d v0.8.1-beta available for download

cocos2d_67cocos2d for iPhone v0.8.1-beta is available for download:

v0.8.1-beta highlights:

  • Added TMX Tile map support
  • Improved Box2d integration
  • Integrated XCode template

Please, read the Release Notes for further information about the new features:

cocos2d v0.8.0 available for download

cocos2d_67Finally, after more than 3 months of development, cocos2d v0.8.0 is available for download:

cocos2d v0.8.0 includes many bug fixes, new features and some refactorings. Almost every v0.7.x feature contains at least a bug fix or an improvement.

v0.8.0 highlights:

  • New sound engine (CocosDenshion)
  • New Touch Dispatcher (TouchDispatcher)
  • Possibility to render variable width fonts (BitmapFontAtlas)
  • Possibility to run actions against any kind of object (ActionManager)
  • Box2d physics engine (experimental feature)
  • Manages alpha pre-multiplied and non alpha pre-multiplied images as expected
  • Supports all kind of orientations
  • Faster actions (more than 30% faster)
  • Improved particle system

and much more!

Please, read the Release Notes for further information about the new features:

Many thanks to all the contributors and to the community.

cocos2d for iPhone v0.8 RC2 released

cocos2d_67cocos2d for iPhone v0.8-rc2 is available for download:

This release includes many bug fixes that were present in v0.8-rc.

Unless a show-stopper bug appears, this release will the final v0.8.

Please, read the Release Notes for further information regarding v0.8-rc2

cocos2d for iPhone v0.8 RC released

cocos2d_67cocos2d for iPhone v0.8-rc is available for download:

This release includes lots of bug fixes an improvements from v0.8-beta.

The following list contains some of the new features and bug fixes:

  • CocosDenshion updates
  • Possibility to run actions against any type of object
  • BitmapFontAtlas: fixes and added cache
  • ParallaxNode: Updates its position correctly
  • Particles: added auto-remove-on-delete
  • CocosNode: new RGBA color protocol

and much more.

Please, read the Release Notes for further information.

cocos2d Programming Guide

documentacion

Probably one of the most requested features for cocos2d, is/was the Programming Guide.

Finally, this feature (the Programming Guide) will be part of cocos2d v0.8 (or at least that’s the intention).

If you want to read a preview of it, you can find it here:

As you might notice, the programming guide is not yet complete, but new comers to cocos2d will find the current documentation useful.

How many languages does your game support ?

languages@jptsetung started this interesting thread about a community translation service.

Basically it works more or less like this:

  • You need to translate certain words of your game into other languages
  • You post your words in a new thread in this forum (add [translate] in the subject)
  • Someone else translate them, posting the translations on that thread

Since there are many word that can be reused, here is a table of common words with their translations:




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