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I would make a sub-class of SKSpriteNode. Each instance could hold its own texture(image) and possibly the numbers, playerImages, etc as children. Include -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event to handle the touch events. Make sure that the sub-class includes: self.userInteractionEnabled = YES; Each sprite includes a userData ...


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To draw a line: http://stackoverflow.com/questions/691648/how-to-draw-a-line-with-cocos2d-iphone To have it follow two points, simply keep track of the desired start and end points, and draw the line using those points for every update. In this specific circumstance, you would use the position of your two objects, something akin to this pseudocode: Point ...


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I strongly recommend Haxe + OpenFL. Haxe is a language based on ActionScript. There are a few differences but its the closest to what you know. The language manual and API reference at http://haxe.org are great resources. OpenFL is the Haxe implementation of the Flash API, you can find info on OpenFL at http://openfl.org (this is the best place to start, ...


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Most issues relating to the graphics devices and the SpriteBatch should be fixed in the development branch of the Github repository. If you compile the project, which is very easy, you can use that dll instead of the normal one (or whatever the Mac equivalent of a dll is). In addition, we are very close to porting Monogame to the Xamarin iOS Unified API, ...


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I am quoting here from one of my previous posts which you can find here. The easiest solution would be to create the graphics at the size of the highest resolution, but older iPhones have little memory so this solution would only work (smoothly) on the newer models. Instead you should target 2 resolutions. 1920 x 1080 for the iPhone 6(+) and 1136 x 640 for ...


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No, there is no public API available to set the wallpaper or lock screen images of an iOS device(*). You can save the picture to the user's camera roll and provide instructions for them to manually change the wallpaper, but you can't actually do it all yourself. (*) It seems like it should be possible to do this on a jailbroken device, however (some ...


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cocos2D-x 2.x and 3.x have very easy solution for multi-resolution problem ( either iDevices or Android devices) As you can see in Multi-resolution support document. In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution. If target device really has this resolution ( or any other with same ...


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Don't rely only on the storyboard to do all the work in your game. You need some properties for which character is currently selected and other game states. Then in viewDidLoad and/or in the method for the Start Game button, set the bird.image to be blue if that's the status. To save off this info between runs of the game utilize the messages for ...



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