Example game for Cocos2D v3 using CCPhysics and SpriteBuilder features.
I had a few goals in mind when I was making this:
- Make the project more data driven: I'm used to making a lot of games using improvised editors and hard-coded values. This works fine when you work alone. An editor make it much easer to work with a designer that doesn't also want to be a programmer.
- Do things that are hard without an editor: The ship explosion is a good example. The ship was made out of lots of little sprites so I could swap in a different version with physics for each piece when the ship exploded.
- Use CCPhysics more for collision detection: This game really only needed linear velocities and events to trigger when objects collided. The collision delegate functionality in CCPhysics made this really easy to do.
Note: You don't need SpriteBuilder to compile and run the project, but a lot of the game is set up within the SpriteBuilder editor.
First clone the source and its submodules, then open Xcode to build target 'CocoRoids'.
git clone [email protected]:slembcke/CocoRoids.git
cd CocoRoids
git submodule update --init --recursive
The graphics are from kenney.nl. The site has a nice collection of public domain assets you can use for prototyping.
The music is "eCommerce" by BoxCat Games. Available from freemusicarchive.org under the Creative Commons Attribution License.
The sound effects were made using sfxrX.