If you want to play around with the Cocos2D Game Engine, the first thing that you need to do is download and unzip it to your Mac.
You can get the library / project from here: http://code.google.com/p/cocos2d-iphone/
Then if you are like a lot of people you are going to want to run the examples next. But if you are new to Xcode you will probably be perplexed as to how to do that.
The information is buried in one of the links from the previous post (see http://www.cocos2d-iphone.org/forum/topic/737). But I will bring that information forward and reiterate here. Thanks to PhilM of that forum for this info.
- Download and unzip the latest cocos2d-iphone-x.y.z project from http://code.google.com/p/cocos2d-iphone/
- Double click on cocos2d-iphone.xcodeproj to launch the project in Xcode
- On the Xcode main menu select: View / Customize Toolbar ...
- Drag Active Target and Active Executable to the toolbar (the person who wrote the original note also likes to use Active SDK)
- I like to also set at the bottom Show: Icon & Text and check Use Small Size – then click Done
- Now you can select any target from Active Target, click Build & Go and it will run in the simulator
Remember while running the examples to look at the code under the tests folder in the project.
Next I’d recommend looking at this tutorial: http://monoclestudios.com/cocos2d_whitepaper.html
Then I’d recommend reading up on shared libraries: http://www.clintharris.net/2009/iphone-app-shared-libraries/
September 20th, 2009 at 4:10 pm
[...] sample file SpritesTest. If you haven’t seen the SpritesTest demo, see my article on Running the Cocos2d examples. The objective is to reverse engineer that demo and use it to show you how to build your own test [...]
January 31st, 2010 at 12:53 am
THANK YOU. I was wondering about this for awhile.