<?xml version="1.0" encoding="utf-8"?>
<!-- generator="FeedCreator 1.7.2-ppt DokuWiki" -->
<?xml-stylesheet href="http://www.cocos2d-iphone.org/wiki/lib/exe/css.php?s=feed" type="text/css"?>
<rss version="2.0">
    <channel>
        <title>cocos2d for iPhone tips</title>
        <description></description>
        <link>http://www.cocos2d-iphone.org/wiki/</link>
        <lastBuildDate>Wed, 08 Sep 2010 12:42:16 +0000</lastBuildDate>
        <generator>FeedCreator 1.7.2-ppt DokuWiki</generator>
        <image>
            <url>http://www.cocos2d-iphone.org/wiki/lib/images/favicon.ico</url>
            <title>cocos2d for iPhone</title>
            <link>http://www.cocos2d-iphone.org/wiki/</link>
        </image>
        <item>
            <title>tips:cocos2d_and_uikitlayer</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:cocos2d_and_uikitlayer?rev=1246319597&amp;do=diff</link>
            <description>Integrating cocos2d and UIKitLayer


Firstly, I would like to say really very appreciate the whole cocos2d develop team. Your high performance package help me to finish an impossible mission.
Our cocos2d package is pretty much easier to manage and coding, very little bugs. especially when we want to use some animation, it is really very perfect.</description>
        <category>tips</category>
            <pubDate>Mon, 29 Jun 2009 23:53:17 +0000</pubDate>
        </item>
        <item>
            <title>tips:director_flicker</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:director_flicker?rev=1273425872&amp;do=diff</link>
            <description>Director

Flicker at startup

The flicker bug #350 has been fixed in v0.99.2.

	*  What this means in practice is that if you setup your director and run a scene in your applicationDidFinishLaunching then you will not see any flicker.
	*  If you are making an app that does not use cocos2d yet in applicationDidFinishLaunching, and you wish to extend the time that the Default image is displayed, you should use a UIImageView added to your window. You can create a UIImage using the UIGetScreenImage(…</description>
        <category>tips</category>
            <pubDate>Sun, 09 May 2010 17:24:32 +0000</pubDate>
        </item>
        <item>
            <title>tips:director_transparentview</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:director_transparentview?rev=1271969815&amp;do=diff</link>
            <description>You can easily use cocos2d to render Open GL content with a transparent background on UIKit views. The most common use for this type of behaviour would be to implement Augemented Reality applications which display an overlay view on top of the camera using UIImagePickerController.</description>
        <category>tips</category>
            <pubDate>Thu, 22 Apr 2010 20:56:55 +0000</pubDate>
        </item>
        <item>
            <title>tips:flash_developers</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:flash_developers?rev=1250630559&amp;do=diff</link>
            <description>cocos2d and Flash


(draft)
Description: Define how the same task done in Flash would be done using cocos2d
[ADDED BY: Robert Payne]:
Some of these may have solutions that are easier but I have yet to find any:
TIPS:


	*  PVRTC will rarely work for any Textures coming from Flash if you have Vector line work.

	*  “tint” in Flash is not like glColor4b or the colorizing features in cocos2d. To be able to colorize to any color the Texture has to be white.

	*  There is no magic MovieClip or easy w…</description>
        <category>tips</category>
            <pubDate>Tue, 18 Aug 2009 21:22:39 +0000</pubDate>
        </item>
        <item>
            <title>tips:generic</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:generic?rev=1268680160&amp;do=diff</link>
            <description>DEPRECATED

DEPRECATED

Use this page instead:  Tips &amp; Tricks

DEPRECATED

DEPRECATED

Actions

Continuous (never ending) Repeat actions


id _action = [RepeatForever actionWithAction: [MoveBy actionWithDuration:1.0 position:cpv(10,0)] ]


Textures

Problem with texture alpha

Problem with texture alpha ? Set the pixel format of your director like this:</description>
        <category>tips</category>
            <pubDate>Mon, 15 Mar 2010 19:09:20 +0000</pubDate>
        </item>
        <item>
            <title>tips:instructions</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:instructions?rev=1268680268&amp;do=diff</link>
            <description>In order to make the cookbook as useful as possible and to keep its content organized, please follow these simple rules:


	*  Place your recipe in the correct location in the main Tips &amp; Tricks menu
	*  Name the link to your recipe something that starts with tips.  For example: tips:HowToDetectCollision
	*  Include the version number(s) that your recipe applies to. If you are unsure whether it is supported in all versions, just put the version that you tested your recipe in.
	*  Test your recip…</description>
        <category>tips</category>
            <pubDate>Mon, 15 Mar 2010 19:11:08 +0000</pubDate>
        </item>
        <item>
            <title>tips:slider_widget</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:slider_widget?rev=1276803179&amp;do=diff</link>
            <description>Author

pmanna  Personal Site

Versions

cocos2d 0.99.4

Problem

Sometimes, in a menu, it's necessary to input a value from a continuous range of possibilities: typically, in regular UI this is the work for a slider. Unfortunately, cocos2d doesn't have an actual slider widget, but it's relatively easy to add one.</description>
        <category>tips</category>
            <pubDate>Thu, 17 Jun 2010 19:32:59 +0000</pubDate>
        </item>
        <item>
            <title>tips:tilemapgaps</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:tilemapgaps?rev=1269481298&amp;do=diff</link>
            <description>Tile Maps

TileMapAtlas gaps between tiles


When using TileMapAtlas the tiles will always have Anti-Aliasing active, so if you don't remove the AA before using the Atlas you'll see lines between each tile. In order to avoid this you have to remove the Anti-Aliasing from that texture.</description>
        <category>tips</category>
            <pubDate>Thu, 25 Mar 2010 01:41:38 +0000</pubDate>
        </item>
        <item>
            <title>tips:touchcoordcamera</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:touchcoordcamera?rev=1268675370&amp;do=diff</link>
            <description>Author

PatrickC - Get in touch through the cocos2d forums.

&lt;http://www.cleverhamstergames.com&gt;

Versions

Tested on 0.8.1 - Should work on 0.8.x

Camera changes in &gt;=0.9 change a small fix, you'll find that commented in the code

Problem

When translating and zooming in/out with a camera (changing Z value), the coordinates returned by the standard conversions are wrong.
The code proposed takes into account translation and Z value (zoom), but not rotation.
Also, this code is adapted for Landsca…</description>
        <category>tips</category>
            <pubDate>Mon, 15 Mar 2010 17:49:30 +0000</pubDate>
        </item>
        <item>
            <title>tips:touchdelegates</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:touchdelegates?rev=1271996286&amp;do=diff</link>
            <description>Cocos2d supports two different ways of handling touch events.  These are defined by two different types of delegates (both defined in CCTouchDelegateProtocol.h). 



Standard Touch Delegate


@protocol CCStandardTouchDelegate &lt;NSObject&gt;
@optional
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesCancelled:(NSSet *)touches withE…</description>
        <category>tips</category>
            <pubDate>Fri, 23 Apr 2010 04:18:06 +0000</pubDate>
        </item>
        <item>
            <title>tips:using_accelerometer_for_sprite_movement</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:using_accelerometer_for_sprite_movement?rev=1271879266&amp;do=diff</link>
            <description>First ensure you are accepting accelerometer data by putting the following code in your layer's init method:


self.isAccelerometerEnabled = YES;


You can further tweak the rate at which the accelerometer sends data to your layers by placing the following code in your application delegate:</description>
        <category>tips</category>
            <pubDate>Wed, 21 Apr 2010 19:47:46 +0000</pubDate>
        </item>
        <item>
            <title>tips:xcode</title>
            <link>http://www.cocos2d-iphone.org/wiki/doku.php/tips:xcode?rev=1263058533&amp;do=diff</link>
            <description>Changing Project Name in xCode


The following outlines the process to change your project name in xCode.

	*  Copy original folder and rename copy to new name
	*  Rename xCode project in the newly copied project directory
	*  Delete build directory in the newly copied project directory
	*  Open XCode project in the newly copied project directory
	*  Edit Bundle display name in Info.plist (if it is just $PRODUCT then leave)
	*  Rename target (Expand targets, control click on MyFirstGame target a…</description>
        <category>tips</category>
            <pubDate>Sat, 09 Jan 2010 17:35:33 +0000</pubDate>
        </item>
    </channel>
</rss>
