Right now I am properly and completely implemented Cocos2D and FontLabel (Cocos2D needed file), into my project. I need to use Cocos2D in only one of my UIViews. Does anyone have any tutorials or tips they can give me so I can use Cocos2d like I usually would but just in my UIView in my UIKit app?
The second edition of my book Learn iPhone and iPad Cocos2D Game Development has a chapter on Cocos2D with UIKit integration, both for adding UIKit views to Cocos2D as well as adding Cocos2D to an existing UIKit app.
If you're looking for example code try the UIKit template project provided by Kobold2D, although it doesn't contain the "UIKit app with Cocos2D" example.
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I'm currently developing a 2d mobile game for ios using SpriteKit as framework.
I made all animations with adobe after effects and now I have to import them into the app.
Instead of using sequence of texture as recommended by Apple and other tutorial, I read that there is an add-on for after effects named Bodymovin. It exports less frame and a .json file.
Then in Xcode I installed a pod named Lottie to make it works.
Well this is ok for UIViewController.
Someone know if there is a working way to export animations from after effects and make it work simply in SpriteKit?
Thank you
Its called Lottie animations, where you create your vector animations in After effects and download them as JSONs and import it in the iOS app and start using. But there are some serious restrictions to the method such as text effects won't work..
Have a look at the below - https://lottiefiles.com
There is another similar tool that generates core animation code named as Squall. This is a bit advanced than the Lottie. But this method also has its restrictions.
Here is the link for this tool - http://www.marcuseckert.com/squall/
In present situation, other than these two, you may be out of luck in bringing your animations from adobe after effects to sprite kit in iOS.
I have recently gone through the video of WWDC 2016 - 806 (Design guidelines). In watchOS 3 there is now SpriteKit and SceneKit available.
Anyone tried making a custom component as iOS in watchOS. We can't subclass a interface. So, how is it possible to make custom components.
Custom components I mean to create custom sliders, buttons, etc.
As SpriteKit and SceneKit are available how can we create animation and custom views. Without using any image animations.
I have tried to search several places but can't find much resources and the animations mostly are done through images. So if anyone can help me would be appreciated.
I am trying to integrate any gaming kit (like scenekit or sprite kit) inside my utility based single view application , so is it possible to integrate any game kit with single view application what is the approach to start integrating game using objective c/swift. i can develop simple games using UIKit framework, but i want to try more interesting things in my apps. so what is the best option to integrate gaming in single view applications.
Thanks for your advice
To answer this, Yes you can. All it takes is adding a view to your view controller, giving it the custom SKView class, then inside of your view controller code, use the view that is attached with the SKView class to present the scene that you want to be working with.
Is it possible to develop an app mixing UIViewController and iOS specific API elements with Cocos2D views?
A Cocos2D app runs on a UIView and hence I guess it is possible to switch between one view (Cocos2D) and another (iOS), is this correct? Are there any good examples of apps doing this?
The core idea is to develop some graphical animations using Cocos2D and others using UIKit.
Actually you can add any UIView as a subview to CCDirector.sharedDirector().view anytime in a Cocos2D running app.
I bet the only reason you really should mix Cocos2D and UIKit is for creating menus and other UI in UIKit and run game scene using Cocos2D. To do that you can simply find a place where Cocos2D is initialized and replace it with your own UIKit things and then anywhere you want you can run a Cocos2D scene using the code you had replaced. If you want to do that the method you are looking for is
- (void) setupCocos2dWithOptions:(NSDictionary*)config
Maybe consider using SpriteKit since it won't increase the footprint of your app and is already in a very usable state. It uses the same concepts as cocos2d which makes it very easy for you if you know cocos2d already. Also it fits better in the UIKit environment.
I'm working on an iOS app and I was hoping to have implemented a "sliding, paged banner", similar to what I saw in the ComiXology iPhone app. See the images below:
I'm at a loss on how to implement it. A link to a tutorial would help, or at least an idea of how to go about implementing it. Thanks. :D
I'm using UIKit to develop my app.
Use a combination of UIScrollView and UIPageControll. Apple has an example of this.