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4

If the enemy waves only effect one player (the one that plays the game), then I really see no need to put this logic on an external server. Having a server would also require an internet connection which can't be taken for granted (especially on iPods and iPads). You could simply store the time when your game exits or goes to the background. Upon relaunch ...


3

Add a new Layer and put there a Menu object with the buttons you need. Make the layer visible when the game is over.


3

Good points from NauticalMile. You could download one of many free textures that are already set up to tile nicely, or create one yourself using Photoshop or similar. To make the scaling match use the length of the wood pieces as the tiling factor. Alternately if you are strongly against visible repetition you could use a pixel shader instead of a texture. ...


2

I'd advise that you prefer consuming memory to preserve CPU where possible. Keep scenes in memory as long as you can (or need to) to ensure a smooth transition experience for users. In other words, go with your first ("lazy loading") approach. By preserving the scene, you also allow yourself to preserve any scene state as well, which means you can (if you ...


2

Do as ryrich said, however the actual code on Objective-C would be something like this: (Assuming your CCNode class is called "Seal") int sealCounter = 0; for (id *node in self.children) { if ([node isKindOfClass:[Seal class]]) { sealCounter++; } }


2

Let's speak radians. Your angle is clamped to a real range and from what I can see from your video I would say between −π/2 and 3π/2. Now you can also view angles in different ways, for example as points on a circle. This is clearly the intuitive way to see your problem : in your case the tip of your ship is the considered “angle point” on the circle. ...


1

Well, one way is to load the textures and keep a reference to them ourself. You could reimplement your code to something like: @interface TextureHelper : NSObject - (void) preloadTextures; - (CCTexture2D *) textureForImageNamed:(NSString *) imageName; @end @implementation TextureHelper { NSArray * loadedTextures; } - (CCTexture *) ...


1

The difficulty of an endless runner is dependent on a few things, first of all the size of the obstacles and different types of obstacles, typically it's best to just hardcode when different obstacles can appear and use a formula for sizes (especially when you can only use a given dodge ability for a certain amount of time). A good formula for the size of ...


1

If you have sleeping allowed (and the b2_timeToSleep is sufficiently short for your needs) you can use the b2Body::isAwake function to test if a rock is settled. Pseudo-code: For body in bodies: If(body is rock and not body->isAwake()) Then //Apply impulse End If End loop


1

I think you're getting your pixel coordinates and tilemap coordinates confused. Tile coordinates count tiles. Pixel coordinates count pixels. To convert from a pixel coordinate to a tile coordinate, divide the click_x by the tile width and the click_y by the and tile height, to get the tile coordinates x and y. (Discard the remainders to get an ...


1

CCParticleSystemBase has an autoRemoveOnFinish property. The name is self explanatory. This property is NO by default. So should be set to YES on creation for particles that have a finite lifetime.


1

The trick is to use the CCScrollViewDelegate methods to detect scroll events. Add a CCLabelTTF and call it _pageLabel. In Xcode, make the scene containing your scroll view adhere to the CCScrollViewDelegate : @interface myScene : CCNode <CCScrollViewDelegate> Then, in didLoadFromCCB, set the scroll view delegate to self : _scrollView.delegate = ...


1

This work! in cocos2d 3.x NSMutableArray *frames = [NSMutableArray array]; int frameCount = 0; for (int i = 1; i <= 5; i++) { CCSpriteFrame *frame = [CCSpriteFrame frameWithImageNamed:[NSString stringWithFormat:@"dice0%d.png",i]]; [frames addObject:frame]; } CCSprite *sprite = [CCSprite ...


1

Your example shows parallax movement, it's just in two dimensions. Commonly parallax movement is only displayed for the X axis. You simply need to extend your existing parallax code to apply to the Y axis in addition to the X axis.


1

Solved the problem finally. Had to use custom openGL shaders for coloring one of the objects completely RED and the other completely BLUE and then looping through all the pixel data collected using glReadPixels to find if a pixel has both RED and BLUE colors. In depth information and source code can be found in my blog post - ...


1

Although the comments suggest that CCTMXTiledMap will perform poorly under large tile maps, it's hard to say in general if that is going to be "slow enough" to be a problem for your game. So I would advise you to simply try it first, and see if it works for you. If it does, you have a simple solution. If it doesn't, you can usually solve this kind of issue ...


1

I am not seeing where you are positioning the particle system, only that you are adding it to "self". I assume you want the particle system to be more or less at the same position as the star sprite. Assuming "self" is a layer, you need to position the particle system using the position of the star sprite, and offset the position where needed. ...


1

Since you have already solved the first problem, I will only address the second problem The code you have does not really show where you generate the model, view & projection matrices, so it is difficult to exactly pin-point the problem position for you You should maintain separate View & Projection matrices. If you use a library such as glm, which ...


1

It appears that setting self.hitAreaExpansion might be the answer, however it only needs to be set to the difference between the edge of the view field and the edge of the map, for the largest difference on either axis. In this case the map is square, 1600 x 1600, and the view port is 320 x 480, so the greatest distance is 1600 - 320 = 1280. ...


1

If you are using DFS starting from the top, all unvisited nodes should drop. The top should be an invisible node connected to all top bubbles (in the top row). One thing worth noting, is that unlike the current DFS which is checking for color equality, the functionality you should use for deciding which bubbles to drop because they are hanging in the air ...


1

By "endless levels" do you mean that there is no limit to the number of waves i.e. the waves keep coming until game-over? If so then you need to develop an algorithm that takes the wave number as an input and returns an set of enemies suitable for that wave. The most trivial of these would be to take the wave number and return a number of enemies or as ...


1

Basic sprite animation is really simple: int frame_to_play = (game_tick * target_fps / tick_rate) % number_of_frames; The result will tell you which frame (the frame_to_play-th) to show. game_tick would be some kind of frame counter that just counts up (has to tick at least as fast as your animation is meant to be played). target_fps is the framerate at ...


1

it seems i was having memory Issue : i Change my code like this : In updateCacheImage method : You need to put Your imageContext in AutoReleaspool to free up your memory. @autoreleasepool { // init a context UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.0); //End Context UIGraphicsEndImageContext(); } i also have make my ...


1

Have you looked into CCPhysicsSprite? Otherwise you can use the b2body.userData pointer to store sprite information after you've created your physics body.



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