If you override an image for a specific resolution, it will only apply to that specific resolution and device type. Example: If you were to assign an "egg" image to the tablet resolution, the egg would only appear on non-Retina tablet (ie iPad) devices. All others would show the metal...
ios,cocos2d-iphone,spritebuilder
The CCBAnimationManager is used for this. Let's say that you named your animation 'AnimationTest`. To stop it from running automatically, there's an option for it in the timeline properties (see here) // in the loaded ccb file's class CCBAnimationManager* animationManager = self.userObject; [animationManager runAnimationsForSequenceNamed:@"AnimationTest"]; ...
ios,cocos2d-iphone,spritebuilder
I write the correct answer then: sprite.physicsBody.sensor = TRUE; ...
ios,cocos2d-iphone,spritebuilder
This can happen if you didn't save the hero.ccb. Choose File -> Save All or simply Publish the project to have SpriteBuilder update all references.
ios,cocos2d-iphone,spritebuilder
First of all, when you add a CCB as child of another node you should use load: not loadAsScene: CCNode *hero = [CCBReader load:@"heros/panda"]; [_heroContainer addChild:hero]; With the above code hero will be the root node of the heros/panda CCB file. With your code using loadAsScene the root node is...
ios,animation,cocos2d-iphone,spritebuilder
setSpriteFrame is not the method you are looking. If you want to keep your current CCB setup you should be able to accomplish what you want by doing: CCSprite *wat = _player.children[0]; [wat removeFromParent]; CCNode *animar = [CCBReader load:@"ForwardDash"]; [_player addChild:animar]; While this works, I would recommend you try taking...
ios,cocos2d-iphone,spritebuilder
I just ended up subclassing CCSprite and just adding my own touch controls to that. Now it looks great!
ios,cocos2d-iphone,spritebuilder
What you want to do can be done with a mix of Spritebuilder and code. It's not possible to animate/toggle any of the physics attributes in the Spritebuilder timeline, but you can set your own callbacks to achieve it. To add a callback in the timeline, you hold alt/option+left click...
android,spritebuilder,cocos2d-iphone-3,cocos2d-swift
I found out where was the problem, so I'll answer my own question :) The whole problem was in misleading logs. We need to modify function setupView: in Platforms/Android/CCGLView.m. CCGLView is logging EGL values before calling eglChooseConfig which sets depth and stencil size to 0. Moving line logConfig(_eglDisplay, _eglConfiguration); after...
ios,objective-c,xcode,spritebuilder
In SpriteBuilder, you need to set your scene class to GameOverScene. This is likely why you're getting an error about the unrecognized selector (your error message suggests that it's trying to call the method on a CCNode instead of your subclass).
objective-c,cocos2d-iphone,spritebuilder
I found the easy solution after a bit more looking So if you have a look in CCAnimationManager there is a method for this called: - (void)jumpToSequenceNamed:(NSString*)name time:(float)time; So with your node you can call [node.animationManager jumpToSequenceNamed:@"MyTimeline" time:1.0]; // 1 Second ...
Should replace the "typeA", "typeB" of the delegate method to the actual types "smallBox" and "bigBox", so a valid callback would be this: -(void)ccPhysicsCollisionPostSolve:(CCPhysicsCollisionPair *)pair smallBox:(CCNode *)nodeA bigBox:(CCNode *)nodeB ...
objective-c,cocos2d-iphone,spritebuilder
I am not sure about this, but I guess its issue with the threading. Give a try with this code: -(void)updateBoxDisplay:(int)newTutorialLevelNumber { dispatch_async(dispatch_get_main_queue(), ^{ if (newTutorialLevelNumber == 1) { textBox1.position = ccp(0,0); [self addChild:textBox1]; } else if (newTutorialLevelNumber == 2) { textBox1.position = ccp(100,100) } }); } ...
ios,cocos2d-iphone,spritebuilder
The Animation Manager is not on the node you want to run the animation on, but always on the root node of the CCB. I tripped over that, too. :) For instance if your hero is part of GameScene.ccb then you would have to get a reference to the GameScene's...
ios,objective-c,cocos2d-iphone,spritebuilder
I do not completely understand your problem, I have just written a small working example for a Left -> Right Bar Type Progress Bar - (void) onEnter { [super onEnter]; CCSprite *sprite = [CCSprite spriteWithImageNamed:@"emma.png"]; _progressNode = [CCProgressNode progressWithSprite:sprite]; _progressNode.type = CCProgressNodeTypeBar; _progressNode.midpoint = ccp(0.0f, 0.0f); _progressNode.barChangeRate = ccp(1.0f, 0.0f);...
ios,cocos2d-iphone,spritebuilder,tiled
The problem was that instead of using a tileset, I was using a collection of images as a tileset in Tiled. Apparently that causes weird results with the tilemap in Cocos2D. It worked fine after using a sprite sheet.
objective-c,cocos2d-iphone,spritebuilder
Select the Slider in SpriteBuilder and on the Code Connections tab enter the name of the selector (with trailing colon since your implementation takes a parameter - it would also work with a parameterless method): Be sure to have the method implemented in the document root node. The document root...
ios,cocos2d-iphone,spritebuilder,ccscrollview
You need to set multipleTouchEnabled to YES on your instance of CCTableView. I had this same problem and that worked for me.
ios,objective-c,uibutton,spritebuilder
A possible solution would be to set your button target to 'Owner' (instead of 'Document root') in the 'Item code connections' tab on the right hand side in Spritebuilder. Then, load your popup scene with the load:owner method of CCBReader, like so: nextBlock = [CCBReader load: @"NextBlock" owner:self]; This should...
ios,objective-c,cocos2d-iphone,spritebuilder
CCBReader sends this message. You can search the project in xcode if you need to find its exact origin. The mistake is that this method wasn't declared in any of the CCBReader headers and isn't in a protocol either, therefore Xcode won't autocomplete it because it's considered a private method....
Officially SpriteBuilder doesn't allow you to change the document type of a file, however, there is a way around this. The information about the size type is stored in the CCB file. Close SpriteBuilder (to avoid that the cache overrides your changes to the CCB file) Open the CCB file...
objective-c,cocos2d-iphone,spritebuilder
It's likely that your CCSprite is a child of your CCNode Try something like this: CCSprite *sprite = yourCCNode.children[0]; [sprite setSpriteFrame: newFrame]; ...
Here's what your code is doing in actuality: player1Play set isPlayer1Turn = YES set isPlayer1Turn = NO player2Play set isPlayer1Turn = YES NSLOG isPlayer1Turn I'm not sure why you are bothering with tracking playerTurn, since you have 2 buttons dedicated to the task, and don't prevent the button use if...
ios,objective-c,uitextfield,spritebuilder
Are you sure what -(void)patterns was called? If YES, try change void(^whereToNext)(void); to @property(nonatomic, copy) void(^whereToNext)(void); UPD I think there is no problem with creation of block or with execution of the block. I think there is some logic problem in the code. May be exist some parent or child...
objective-c,cocos2d-iphone,spritebuilder
I dont use sprite builder myself, but still there must be a line like this in AppDelegate.m (this is from one of my apps) : [self setupCocos2dWithOptions:@{ // Show the FPS and draw call label. CCSetupShowDebugStats : @(YES), // More examples of options you might want to fiddle with: //...
You need to declare your instance variables using curly brackets, i.e.: @implementation Gameplay { CCLabelTTF *_randNumLabel; } - (void)play { // rest of your code ... As a personal preference I would use a private property instead of an instance variable, e.g. @interface Gameplay () @property (nonatomic, strong) CCLabelTTF *randNumLabel;...
ios,cocos2d-iphone,spritebuilder
Change @"Down.png" to @"Resources/Down.png" because you have to include the folders created in SpriteBuilder for any references to resource files managed by SpriteBuilder. Likewise if you had some.ccb in a subfolder named "Levels" you'd have to load it with the string @"Levels/some.ccb"....
ios,cocos2d-iphone,spritebuilder
You can use a BOOL. Here is my code for a jump on touch: BOOL isInAir;//Make this global. -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { /* Called when a touch begins */ UITouch *touch = [touches anyObject]; SKSpriteNode *node = [self nodesAtPoint:[touch locationInNode:self]]; if (isInAir == NO) { CGFloat impulseX = 0.0f;...