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ShinyCocos FAQ

What is ShinyCocos exactly?

ShinyCocos is an easy way to create games using Cocos2D-iPhone and ruby scripting language. Embedded with your application is a ruby 1.9 interpreter, and ShinyCocos is just a library that easily binds ruby classes and modules to their corresponding Cocos2D classes.

How do I download ShinyCocos?

You can go to it's project page in http://github.com/funkaster/shinycocos and then click on the downloads tab. You can also get the latest (probably unstable) version using git.

Is there any documentation?

Sure. For the latest “stable” release, the documentation is located in http://funkaster.github.com/shinycocos/. This documentation is automatically generated from sources.

And what about examples?

ShinyCosos has one TestProject, which tries to test almost every feature implemented. You should check it out.

How do I compile ShinyCocos?

Open ShinyCocos.xcodeproject and hit “build”. In order to add ShinyCocos to your own project, you could either add the static library generated, or add the project as a sub-project (this is how the TestProject.xcodeproject links ShinyCocos).

Before hitting compile, you need to place a copy of the latest Cocos2D-iphone (currently 0.8.1) in the root directory of the project.

How do I report a bug in ShinyCocos

Go to the issues section of the github project's page and create a new issue.

What frameworks do I need to link to my ShinyCocos project?

You need at least the following frameworks:

  • SystemConfiguration (to check for network availability)
  • AVFoundation (Audio)
  • Foundation
  • CoreGraphics
  • OpenGLES
  • QuartzCore
  • UIKit

I'm missing CallFunc(ND) in ShinyCocos

Given the recent issue #17, I think that CallFunc(ND) is not needed. You can get away thinking in a more rubyish way.

Think of this: CallFunc(ND) is to call a function on a given target. In ruby, that's easy: just call the send method on the given object.

What if you need to call that function in the middle of a sequence, or at the end of an action? Easy. In ShinyCocos, you can override the stop method on any action. If you don't want to subclass an action just to override the method, you can always use the singleton class of an instance:

action = Actions::MoveBy.new(1.0, [35.0, 0]) # move horizontally by 35 pixels
class << action
  def stop
    # this will be called when the action stops
# or the alternative, shorter syntax
def action.stop
  # this will be called when the action stops
shinycocos/faq.txt · Last modified: 2009/09/17 14:49 by rolando
Trace: faq
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