COCOS2D with Opengl coverflow

Forums Programming cocos2d support (graphics engine) COCOS2D with Opengl coverflow

This topic contains 17 replies, has 8 voices, and was last updated by  NEWNATHANIEL 3 years, 7 months ago.

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May 26, 2010 at 8:52 am #221963


hi frends,

i have implemented coverflow in my game using some example i found on net

here’s the code to add images and get selected image no.

when i select any image scene do not replace.

when image is selected (FlowCoverView *)view didSelect:(int)image

gets called. and i wrote replace scene in that method, is there anything else ishould add??

can anyone please check my code.


#import "HelloWorldScene.h"
#import "MenuScene.h"
#import "Common.h"
#import "GameScene.h"

UIWindow *flowCoverWindow;
UIView *flowCoverView;

NSString *currentImage;
NSString *previousImage;

#define kImageTag 0x01

@implementation FlowCoverViewController
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
return ((interfaceOrientation == UIInterfaceOrientationLandscapeLeft) ||
(interfaceOrientation == UIInterfaceOrientationLandscapeRight));
- (int)flowCoverNumberImages:(FlowCoverView *)view
return 6;
- (IBAction)done:(id)sender

[[self parentViewController] dismissModalViewControllerAnimated:YES];
[[Director sharedDirector] resume];
- (UIImage *)flowCover:(FlowCoverView *)view cover:(int)image
switch (image) {
case 0:

return [UIImage imageNamed:@"dButton1.png"];
case 1:
return [UIImage imageNamed:@"dButton2.png"];
case 2:
return [UIImage imageNamed:@"dButton3.png"];
case 3:
return [UIImage imageNamed:@"dButton4.png"];
case 4:
return [UIImage imageNamed:@"dButton5.png"];
case 5:
return [UIImage imageNamed:@"dButton6.png"];


- (void)flowCover:(FlowCoverView *)view didSelect:(int)image
NSLog(@"Selected Index %d",image);

[[self parentViewController] dismissModalViewControllerAnimated:YES];
[[Director sharedDirector] resume];
[[[Director sharedDirector] openGLView] removeFromSuperview];

currentTerrain = image;

Scene *s2 = [Scene node];
[s2 addChild: [LevelSelectionLayer node]];
[[Director sharedDirector] replaceScene: s2];



// HelloWorld implementation
@implementation HelloWorld

+(id) scene
// 'scene' is an autorelease object.
Scene *scene = [Scene node];

// 'layer' is an autorelease object.
HelloWorld *layer = [HelloWorld node];

// add layer as a child to scene
[scene addChild: layer];

// return the scene
return scene;

// on "init" you need to initialize your instance
-(id) init

if( (self=[super init] )) {


[self ShowCoverFlow];
currentImage = @"icon.png";
previousImage = @"f";
testImage = [Sprite spriteWithFile:currentImage ];

[testImage setPosition:ccp(60,70)];
//[self addChild:testImage z:1 tag:kImageTag];
[self schedule: @selector(UpdateImage:) interval:1/60.0f];
[self MoveImage];
return self;

-(void)MoveImage {

id moveSpriteCW = [RotateBy actionWithDuration:3 angle:360];
id moveSpriteCCW = [RotateBy actionWithDuration:1 angle:180];
id seq1 = [Sequence actions: moveSpriteCW, moveSpriteCCW, nil];
id seq2 = [seq1 reverse];
[testImage runAction: [Sequence actions: seq1, seq2, nil]];

-(void)UpdateImage:(id) sender{
NSLog(@"currentImage is = %@", currentImage);

-(void) ShowCoverFlow

UINavigationController *testViewController;
FlowCoverViewController *flowCover;
flowCoverView = [UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds autorelease];

//using a navigation controller to present FlowCover without it rotating to portrait
testViewController = [[UINavigationController alloc] init];

//The navigation controller will try to put a nav bar in the window, so we hide it
[testViewController setNavigationBarHidden:YES animated:NO];

[testViewController setView:flowCoverView];

NSArray *array = [[NSBundle mainBundle] loadNibNamed:@"TestFC" owner:self options:nil];
flowCover = [array objectAtIndex:0];

testViewController.delegate = self;
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
[[[Director sharedDirector] openGLView] addSubview:flowCoverView];
[[Director sharedDirector] pause];
[testViewController presentModalViewController:flowCover animated:YES];


// on "dealloc" you need to release all your retained objects
- (void) dealloc

[super dealloc];

May 26, 2010 at 9:04 am #283949


control is getting into LevelSelectionLayers init and i can see change in sound but no thing on the screen on LevelSelectionLayer

May 26, 2010 at 9:21 am #283950


Please, post code between backticks ( ` ). Thanks

May 26, 2010 at 2:47 pm #283951


Could you post an example project with the image files in a zip just to get a feeler for it please.

May 27, 2010 at 3:22 am #283952


where can i upload my zip file??….

i will give you the coverflow example embedded in cocos2d its not my own but found somewhere…it is the same way i have implemented in my game….just you have to add dummy class and replace scene from didSelect method..

May 27, 2010 at 3:44 am #283953


I personally like for sharing files :).

May 27, 2010 at 4:13 am #283954


here’s the code

this code was originally is from

dont know who implemented to cocos2d

May 27, 2010 at 10:02 am #283955


any leads??

May 28, 2010 at 4:43 pm #283956


6 downloads but not a single reply :(

May 28, 2010 at 7:14 pm #283957


I had the original Flowcover working but within a UIKIt framework of a Cocos2D app. There was a bunch begin/end scene gymnastics I had to go through. I’ll give it a shot tonight and let you know if I have any issues.

May 29, 2010 at 2:47 am #283958


thank u very much for efforts….

will wait for your reply…

May 29, 2010 at 5:41 pm #283959


2 minor issues:

1) I think every developer should have warnings as errors turned on. You have some implicit double to float warnings that won’t compile for those of us who have this setting. Easily fixed.

2) Couldn’t get on the device straight away due to device requirement in the pList (which is weird because I have a 3g) They really aren’t necessary for this sample. Deleted that field and it worked out fine.

May 31, 2010 at 5:24 am #283960


is it switching to new scene??

and can you see your new scene without any probs??

May 31, 2010 at 8:31 am #283961


it works fine here…?

June 2, 2010 at 3:04 am #283962


when i try to switch to next scene it creats problem…

can please upload a the project which switch to next scene which has some animation….

June 4, 2010 at 1:09 pm #283963


can anyone help me with this???

August 6, 2010 at 7:12 am #283964


Hi jjaxx

I am using your code for cover flow but getting same problem in replacing the scene. If you have any solution for that then kindly provide it to me.


September 9, 2010 at 8:07 am #283965


I have a problem

I use cocos2d 0.99.4.

In he first touchesMoved:the UIView is displace

where is the problem?


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