Index
A
- AboutScene
- pushing / Time for action – pushing AboutScene
- displaying, pushScene* method used / Displaying AboutScene using the pushScene: method
- 9-slice scaling, using on / Using 9-slice scaling on AboutScene
- actions
- used, for animations / Animating using actions
- addAudioButtons method
- reviewing / What just happened?
- addBackButton method / Using 9-slice scaling on AboutScene
- addBackground method / Using 9-slice scaling on AboutScene
- addGround method
- reviewing / What just happened?
- addHighScore method / What just happened?
- addMenuButtons method / Time for action – adding menu buttons, Adding buttons
- addText method / Using 9-slice scaling on AboutScene
- addVisitWebSiteButton method / Using 9-slice scaling on AboutScene
- reviewing / Using 9-slice scaling on AboutScene
- animateFall method / What just happened?
- animating, with actions
- about / Animating using actions
- bird animation, hitting / Time for action – hitting the bird animation, What just happened?
- skeletal animation, reviewing / Skeletal animation
- animation
- performing, actions used / Animating using actions
- AppDelegate class
- reviewing / Reviewing the AppDelegate class
- Apple iOS Developer Program
- AudioManager class
- audio settings
- storing, in NSUserDefaults / Time for action – storing settings in NSUserDefaults, What just happened?
- automatic batching feature / Automatic batching
- autoRemoveOnFinish property / What just happened?
B
- background image
- adding, to Xcode project / Adding the background image to the Xcode project
- using, as container for UI elements / Using a background image as a container for UI elements
- background sounds
- background sprite
- adding, to game / Time for action – adding the background sprite
- adding, to GameScene / Adding a background sprite to the GameScene
- BADLAND
- about / BADLAND
- benefits, cocos2d
- bird animation
- Bird class
- modifications / Changes in the Hunter and Bird classes
- bird object
- creating / Time for action – adding birds, What just happened?
- Bird objects
- adding, to GameScene class / Time for action – adding more birds, What just happened?
- birds
- animating / Time for action – animating the birds, What just happened?
- BirdStateDead state / What just happened?
- BirdStateFlewOut state / What just happened?
- BirdStateFlyingInb state / What just happened?
- BirdStateFlyingOut state / What just happened?
- bitmap font
- using, for better performance / Using bitmap fonts for better performance
- creating, Glyph Designer used / Time for action – creating a bitmap font using Glyph Designer, What just happened?
- using, in game / Using the bitmap font in the game
- bitmap font generator
- selecting / Choosing a bitmap font generator
- blending
- about / What just happened?
- blocks
- URL, for documentation / What just happened?
- bodyWithCircleOfRadius* method / Linking physics bodies with Cocos2D nodes
- Box2D
- about / Creating a physics world
- buttons
- using / Using buttons
- menu buttons, adding / Time for action – adding menu buttons
- buttonWithTitle* method / Adding buttons
- Bézier curves
- about / What just happened?
C
- calculateTorsoRotationToLookAtPoint* method
- reviewing / What just happened?
- campfire
- adding, to scene / Time for action – adding a fire to the scene, What just happened?
- CCActionEaseBounceOut action / Easing actions
- CCActionMoveTo action / Easing actions
- CCActionSequence action / What just happened?
- CCButton class / Using buttons, Adding buttons
- CCButton object / Adding buttons
- CCColor object
- about / What just happened?
- CCDirector class
- about / What just happened?, Reviewing the AppDelegate class
- reviewing / Reviewing the CCDirector class
- methods / Reviewing the CCDirector class
- CCLabelBMFont class / The easy way – CCLabelTTF, Using bitmap fonts for better performance
- about / Choosing a bitmap font generator
- CCLabelTTF class / Using bitmap fonts for better performance
- CCLayoutBox class / Adding buttons
- CCLayout class / Adding buttons
- CCLOG macro
- about / What just happened?
- CCNode class
- about / Rendering on the screen and the birth of CCNode, Children of CCNode
- children property / Children of CCNode
- CCParallaxNode class
- about / What just happened?
- CCPhysicsBody class
- about / Linking physics bodies with Cocos2D nodes
- physicsBody property / Linking physics bodies with Cocos2D nodes
- ccPhysicsCollisionBegin* method / What just happened?
- CCPhysicsCollisionDelegate protocol
- ccPhysicsCollisionBegin* method / What just happened?
- ccPhysicsCollisionPreSolve* method / What just happened?
- ccPhysicsCollisionPostSolve* method / What just happened?
- ccPhysicsCollisionSeparat* method / What just happened?
- ccPhysicsCollisionPostSolve* method / What just happened?
- ccPhysicsCollisionPreSolve* method / What just happened?
- ccPhysicsCollisionSeparate* method / What just happened?
- CCPositionTypeMake function
- about / Using normalized coordinates
- CCScene
- game, organizing with / Organizing the game with CCScene
- CCScene class
- CCScreenModeFlexible mode / Cocos2D configuration options
- CCSetupAnimationInterval / Cocos2D configuration options
- CCSetupDepthFormat parameter / Cocos2D configuration options
- CCSetupFixedUpdateInterval parameter / Cocos2D configuration options
- CCSetupMultiSampling parameter / Cocos2D configuration options
- CCSetupNumberOfSamples parameter / Cocos2D configuration options
- CCSetupPixelFormat parameter
- about / Cocos2D configuration options
- CCSetupPreserveBackbuffer parameter / Cocos2D configuration options
- CCSetupScreenOrientation / Cocos2D configuration options
- CCSetupShowDebugStats parameter
- about / Cocos2D configuration options
- CCSetupTabletScale2X parameter / Cocos2D configuration options
- CCSprite class / Spritesheets and animation
- CCTableView
- used, for displaying highscores / Time for action – displaying highscores with CCTableView, What just happened?
- children property
- about / Children of CCNode
- Chipmunk
- about / Creating a physics world
- Cocohunt game
- modifying, for spritesheets usage / Time for action – modifying the game to use spritesheets, What just happened?
- labels, adding to screen / Time for action – adding labels, What just happened?
- labels, updating / Time for action – updating labels, What just happened?
- hit points, adding / Time for action – adding hit points, What just happened?
- win and lose labels, adding / Time for action – adding the win and lose labels, What just happened?
- sound effects, playing / Creating AudioManager and playing sound effects
- sound effects, enhancing / Enhancing Cocohunt sound effects, Time for action – preloading sound effects, What just happened?
- physics world, creating / Creating a physics world
- hunter, adding to / Time for action – adding the hunter, What just happened?
- hunter movement, fixing / Time for action – fixing the hunter movement, What just happened?
- forces, applying with joints / Time for action – launching stones, What just happened?
- impulses, applying with joints / Time for action – launching stones, What just happened?
- angry birds, adding / Time for action – adding angry birds
- Cocohunt project
- touches, handling / Making the hunter aim and shoot, Time for action – handling touches, What just happened?
- hunter, aiming at touch position / Time for action – aiming at the touch position, What just happened?
- arrow, shooting / Time for action – shooting the arrow, What just happened?
- Bird objects, adding to GameScene class / Time for action – adding more birds, What just happened?
- arrow hit, detecting / Time for action – detecting if the arrow hits the bird, What just happened?
- states, using for bird's lifecycle / Time for action – using states for the bird's life cycle, What just happened?
- shooting, animating / Time for action – animating the shooting and limiting the shooting rate, What just happened?
- shooting rate, limiting / Time for action – animating the shooting and limiting the shooting rate, What just happened?
- code, for win or lose / Time for action – winning or losing the game, What just happened?
- aiming range, limiting / Time for action – limiting the aiming range, What just happened?
- hunter, controlling with gyroscope / Time for action – alternative control using a gyroscope, What just happened
- Cocohunt Xcode project
- coconut explosion animation
- about / Coconut explosion animation
- cocos2d
- about / So what is this all about?
- benefits / Why Cocos2D?, Cocos2D is free, Cocos2D is open source, Want more?
- Cocos2D
- integrating, with Xcode / Integrating Cocos2D with Xcode
- installing / Time for action – downloading and installing Cocos2D
- URL, for downloading / Time for action – downloading and installing Cocos2D
- reviewing / Reviewing Cocos2D
- developing, from scratch / Have Cocos2D your way
- things, rendering on screen / Rendering on the screen and the birth of CCNode
- URL, for list of classes / Back to real Cocos2D
- game life cycle / Cocos2D game life cycle
- configuration options / Cocos2D configuration options
- URL, for documentation / Easing actions
- physical engines, integration with / Understanding physics bodies
- Cocos2D distribution
- content, reviewing / Reviewing Cocos2D distribution
- tests, running / Time for action – running tests, What just happened?
- cocos2d games
- about / Games created with Cocos2D
- BADLAND / BADLAND
- Feed Me Oil 2 / Feed Me Oil 2
- Lep's World 2 / Lep's World 2
- URL / Other games
- Cocos2D nodes
- physics bodies, linking with / Linking physics bodies with Cocos2D nodes
- collision groups
- used, for filtering collisions / Time for action – filtering collisions using collision groups
- collision mask
- used, for filtering collisions / Time for action – filtering collisions using a collision mask
- collisions
- detecting / Time for action – detecting and ignoring collisions, What just happened?
- filtering / Time for action – detecting and ignoring collisions, Time for action – filtering collisions using a collision mask
- filtering, collision mask used / Time for action – filtering collisions using a collision mask
- filtering, collision groups used / Time for action – filtering collisions using collision groups
- container, for UI elements
- UI elements, using as / Using a background image as a container for UI elements
- content
- reviewing, of Cocos2D distribution / Reviewing Cocos2D distribution
- Core Audio Format (CAF) / Time for action – preloading sound effects
- createAnimations method / What just happened?
- createPhysicsBody method / What just happened?
- createPhysicsNode method
- reviewing / Linking physics bodies with Cocos2D nodes
- cross-fade transition
D
- debug FPS labels
- about / Understanding debug FPS labels
- device
- project, testing on / Testing your projects on a device and simulator
- displayWinLoseLabelWithText* method / What just happened?
- DRY principle
E
- earth-hd.png file / Adding the background image to the Xcode project
- easing actions
- about / Easing actions
- explodeFeathers method / What just happened?
F
- .fnt file / Choosing a bitmap font generator
- falling animation / Time for action – hitting the bird animation
- features, Cocos2D
- buttons, adding / Adding buttons
- normalized coordinates, using / Using normalized coordinates
- currently running scene, replacing / Replacing the currently running scene
- Feed Me Oil 2
- about / Feed Me Oil 2
- fixed time step
- URL, for article / Understanding the fixedUpdate: method
- fixedUpdate* method
- overview / Understanding the fixedUpdate: method
- reviewing / The PhysicsBird class – using joints and applying force
- forces
- applying, joints used / Applying forces and impulses and using joints, Time for action – launching stones, What just happened?
- versus impulses / Impulses versus forces
- frame-based animation
- using / Using frame-based animation
- splash screen, creating / Time for action – exploding coconut, What just happened?
- coconut explosion animation / Coconut explosion animation
- easing actions / Easing actions
- splash screen, adding / Adding a splash screen
- considerations, for using / When to use frame-based animation
- frames per second (FPS) / Meeting the update: method
- functionalities, game engine
- rendering / So what is a game engine?
- user input / So what is a game engine?
- sound / So what is a game engine?
G
- game
- organizing, with CCScene / Organizing the game with CCScene
- sprites, adding to / Adding sprites to your game
- background sprite, adding to / Time for action – adding the background sprite
- player character, adding to / Time for action – adding the player character, What just happened?
- hunter character, adding to / Time for action – adding the player character, What just happened?
- bird object, creating / Time for action – adding birds, What just happened?
- movement, providing to birds / Time for action – making the bird move
- bird movement, reviewing in update* method / Reviewing bird movement in the update: method
- bitmap font, using in / Using the bitmap font in the game
- pausing, with pause dialog / Time for action – pausing the game with a pause dialog
- pausing / Pausing and resuming the game
- resuming / Pausing and resuming the game
- exiting / Time for action – restarting and exiting the game, What just happened?
- restarting / Time for action – restarting and exiting the game, What just happened?
- game engine
- about / Game engines, So what is a game engine?
- functionalities / So what is a game engine?
- game level
- creating, with physics / Time for action – creating a game level with physics, What just happened?
- game life cycle, Cocos2D
- about / Cocos2D game life cycle
- AppDelegate class, reviewing / Reviewing the AppDelegate class
- configuration options / Cocos2D configuration options
- further life / Further life of the game
- gameplay
- improving / Improving the gameplay
- game project
- creating / Creating the game project
- Cocohunt Xcode project, creating / Time for action – creating the Cocohunt Xcode project
- GameScene, creating / Time for action – creating GameScene, What just happened?
- games, cocos2d
- about / Games created with Cocos2D
- BADLAND / BADLAND
- Feed Me Oil 2 / Feed Me Oil 2
- Lep's World 2 / Lep's World 2
- game scene
- hunter object, adding to / Adding the hunter object to our game scene
- GameScene
- creating / Time for action – creating GameScene, What just happened?
- background sprite, adding to / Adding a background sprite to the GameScene
- modifications / Changes in GameScene
- GameScene class
- Bird objects, adding / Time for action – adding more birds, What just happened?
- GameStateLost state / What just happened?
- GameStatePaused state / What just happened?
- GameStatePlaying state / What just happened?
- GameStateUninitialized state / What just happened?
- GameStateWon state / What just happened?
- game_scene_bg-hd.png file / Adding the background image to the Xcode project
- game_scene_bg-iphone5hd.png file / Adding the background image to the Xcode project
- game_scene_bg.png file / Adding the background image to the Xcode project
- getHighScores method / What just happened?
- Glyph Designer
- about / Choosing a bitmap font generator
- used, for creating bitmap font / Time for action – creating a bitmap font using Glyph Designer, What just happened?
- Grand Central Dispatch (GCD)
- URL / What just happened?
- ground
- adding, to scene / Time for action – adding ground to the scene, What just happened?
- Gyroscope
- URL / What just happened
H
- Hello World project
- creating / Creating a Hello World project, What just happened?
- modifying / Modifying the project
- scene, creating / Time for action – creating a new scene, What just happened?
- image, displaying of earth / Time for action – displaying the world, What just happened?
- text, displaying / Time for action – displaying the world, What just happened?
- welcome label, displaying / Time for action – displaying the welcome label, What just happened?
- highscores
- displaying / Entering and displaying highscores
- displaying, with CCTableView / Time for action – displaying highscores with CCTableView, What just happened?
- HUD
- about / What just happened?
- HUDLayer class
- about / What just happened?
- hunter
- adding, to Cocohunt game / Time for action – adding the hunter, What just happened?
- hunter character
- adding, to game / Time for action – adding the player character, What just happened?
- images, adding to / Adding images to the hunter character
- Hunter class
- reusing / Preparations step
- modifications / Changes in the Hunter and Bird classes
- hunter movement
- hunter object
- adding, to game scene / Adding the hunter object to our game scene
I
- images
- adding, to hunter character / Adding images to the hunter character
- impulses
- applying, joints used / Applying forces and impulses and using joints, Time for action – launching stones, What just happened?
- versus forces / Impulses versus forces
- initWithImageNamed* method / What just happened?
- installation, Cocos2D / Time for action – downloading and installing Cocos2D
- Integrated Development Environment (IDE) / Starting with Xcode
- iOS supported formats
- isHighscore method / What just happened?
J
- joints
- used, for applying forces / Time for action – launching stones, What just happened?
- used, for applying impulses / Time for action – launching stones, What just happened?
K
- Khan Academy
- URL / What just happened?
L
- launchBirdWithStone* method
- launchStone* method
- reviewing / What just happened?
- Lep's World 2
- about / Lep's World 2
- levels
- selecting, scroll view used / Time for action – using the scroll view to select levels, What just happened?
- life property / What just happened?
- limitations, spritesheets / Understanding spritesheet's limitations
- loadSettings method
- reviewing / What just happened?
- locationInNode method / What just happened?
M
- MaxRect algorithm
- about / What just happened?
- menu buttons
- adding, to scene / Time for action – adding menu buttons
- methods, AboutScene
- addBackground / Using 9-slice scaling on AboutScene
- addBackButton / Using 9-slice scaling on AboutScene
- addVisitWebSiteButton / Using 9-slice scaling on AboutScene
- addText / Using 9-slice scaling on AboutScene
- methods, CCDirector class
- runWithScene / Reviewing the CCDirector class
- replaceScene / Reviewing the CCDirector class
- pushScene / Reviewing the CCDirector class
- popScene / Reviewing the CCDirector class
- popToRootScene / Reviewing the CCDirector class
- methods, for touch notifications
- touchBegan* / What just happened?
- touchMoved* / What just happened?
- touchEnded* / What just happened?
- touchCancelled* / What just happened?
- methods, HighscoreManager class
- getHighScores / What just happened?
- isHighscore / What just happened?
- addHighScore / What just happened?
- modal dialogs
- creating / Creating modal dialogs and using text input
- music
- about / Music and background sounds
- adding / Time for action – adding music, What just happened?
N
- nextTrack method
- reviewing / What just happened?
- normalized coordinates
- using / Using normalized coordinates
- NSUserDefaults
- audio settings, storing in / Time for action – storing settings in NSUserDefaults, What just happened?
O
- OALSimpleAudio class
- ObjectAL
- ON/OFF switches
- adding, to game / Time for action – toggling sound and music, What just happened?
- onEnter method / What just happened?
- onEnterTransitionDidFinish method / What just happened?
- onExit method / What just happened?
- onExitTransitionDidStart method / What just happened?
- OpenAL framework / Creating AudioManager and playing sound effects
- OpenGL
- OpenGL ES
- about / Spritesheets and animation
- options, for tile map creation
- orientation / What just happened?
- layer format / What just happened?
- tile size / What just happened?
- map size / What just happened?
- options, sound
- filePath / What just happened?
- volume / What just happened?
- pitch / What just happened?
- pan / What just happened?
- loop / What just happened?
P
- .plist file / Choosing a bitmap font generator
- parallax scrolling
- parameters, buttonWithTitle* method
- title / Adding buttons
- spriteFrame / Adding buttons
- highlighted / Adding buttons
- disabled / Adding buttons
- parameters, CCPositionTypeMake function
- xUnit / Using normalized coordinates
- yUnit / Using normalized coordinates
- corner / Using normalized coordinates
- Particle Designer
- using / Time for action – using Particle Designer, What just happened?
- URL, for downloading / Time for action – using Particle Designer
- particle systems
- about / Creating particle systems for advanced effects
- creating, for advanced effects / Creating particle systems for advanced effects
- explosion of feathers, adding / Time for action – adding the feathers explosion, What just happened?
- campfire, adding to scene / Time for action – adding a fire to the scene, What just happened?
- pause dialog
- game, pausing with / Time for action – pausing the game with a pause dialog
- physics
- game level, creating with / Time for action – creating a game level with physics, What just happened?
- PhysicsBird class
- creating / Creating the PhysicsBird class and giving it the stone
- joints, used for applying force / The PhysicsBird class – using joints and applying force
- PhysicsBirdStateFlyingIn state / The PhysicsBird class – using joints and applying force
- PhysicsBirdStateFlyingOut state / The PhysicsBird class – using joints and applying force
- PhysicsBirdStateIdle state / The PhysicsBird class – using joints and applying force
- physics bodies
- about / Understanding physics bodies
- linking, with Cocos2D nodes / Linking physics bodies with Cocos2D nodes
- physics engine, Chipmunk
- URL / Creating a physics world
- physics engines
- integration, with Cocos2D / Understanding physics bodies
- physics world
- creating / Creating a physics world
- physics world, in game
- ground, adding to scene / Time for action – adding ground to the scene, What just happened?
- hunter, adding to game / Time for action – adding the hunter, What just happened?
- playBg* method / What just happened?
- player character
- adding, to game / Time for action – adding the player character, What just happened?
- playIdleAnimation method / What just happened?
- playRunAnimation method / What just happened?
- popScene method / Reviewing the CCDirector class
- popToRootScene method / Reviewing the CCDirector class
- project
- creating, from template / Time for action – creating a new project from a template, What just happened?
- testing, on device / Testing your projects on a device and simulator
- testing, on simulator / Testing your projects on a device and simulator
- running, on simulator / Time for action – running the project on the simulator, What just happened?
- pushScene* method / Displaying AboutScene using the pushScene: method
- used, for displaying AboutScene / Displaying AboutScene using the pushScene: method
- about / Creating modal dialogs and using text input
- pushScene method / Reviewing the CCDirector class
R
- real Cocos2D
- moving to / Back to real Cocos2D
- rectangular multiline labels
- creating / Creating rectangular multiline labels
- removeBird* method / What just happened?, What just happened?
- removeFromParentAndCleanup* method / What just happened?
- replaceScene* method / Replacing the currently running scene, Displaying AboutScene using the pushScene: method
- replaceScene method / Reviewing the CCDirector class
- retina version
- creating, of tile map / Time for action – creating the Retina version of the tile map, What just happened?
- RGB565 (kEAGLColorFormatRGB565) / Cocos2D configuration options
- RGBA8 (kEAGLColorFormatRGBA8) / Cocos2D configuration options
- rotation animation / Time for action – hitting the bird animation
- runAtDirection* method / What just happened?
- runWithScene method / Reviewing the CCDirector class
S
- 9-slice scaling
- using, on AboutScene / Using 9-slice scaling on AboutScene
- scene
- campfire, adding to / Time for action – adding a fire to the scene, What just happened?
- ground, adding to / Time for action – adding ground to the scene, What just happened?
- Scene class / Organizing the game with CCScene
- scenes
- navigating between / Navigating between scenes
- scroll view
- used, for selecting levels / Time for action – using the scroll view to select levels, What just happened?
- sensors
- about / Sensors
- setupAimingIndicator method
- code, reviewing / What just happened?
- setupCocos2dWithOptions* method
- about / Reviewing the AppDelegate class
- working / Reviewing the AppDelegate class
- sharedAudioManager method
- about / What just happened?
- shootAtPoint* method
- reviewing / What just happened?
- simulator
- project, testing on / Testing your projects on a device and simulator
- URL, for documentation / Testing your projects on a device and simulator
- project, running on / Time for action – running the project on the simulator, What just happened?, Modifying the project
- Singleton
- about / Reviewing the CCDirector class
- skeletal animation
- reviewing / Skeletal animation
- sound
- options / What just happened?
- playing, at position / Time for action – playing a sound at position
- adding, to game / Time for action – toggling sound and music, What just happened?
- sound effects
- playing / Creating AudioManager and playing sound effects, Time for action – finding and playing our first sound effect, What just happened?, Time for action – playing the remaining sound effects, What just happened?
- finding / Time for action – finding and playing our first sound effect, What just happened?
- enhancing / Enhancing Cocohunt sound effects
- preloading / Time for action – preloading sound effects, What just happened?
- spawnStone method
- reviewing / Linking physics bodies with Cocos2D nodes
- speed property / What just happened?
- Spine
- about / Skeletal animation
- splash screen
- sprites
- about / Adding sprites to your game
- adding, to game / Adding sprites to your game
- adding / Adding more sprites and moving them
- spritesheet
- creating / Time for action – creating a spritesheet, What just happened?
- limitations / Understanding spritesheet's limitations
- startFire method
- reviewing / What just happened?
- stats
- displaying, on winning and losing / Time for action – displaying stats when losing and winning, What just happened?
T
- tables
- template
- project, creating from / Time for action – creating a new project from a template, What just happened?
- terms, Cocos2D distribution
- AUTHORS / Reviewing Cocos2D distribution
- Cocos2D / Reviewing Cocos2D distribution
- cocos2d-ui / Reviewing Cocos2D distribution
- externals / Reviewing Cocos2D distribution
- tests / Reviewing Cocos2D distribution
- tests
- text field
- text input
- TexturePacker
- about / Coconut explosion animation
- TexturePacker tool
- about / Spritesheets and animation
- Tiled app
- tile maps
- creating / Creating tile maps, Time for action – creating a tile map, What just happened?
- retina version, creating of / Time for action – creating the Retina version of the tile map, What just happened?
- using / Using the tile maps
- birds, moving / Time for action – moving and following the bird, What just happened?
- birds, following / Time for action – moving and following the bird, What just happened?
- TilemapScene
- tileset
- about / Creating tile maps
- creating / Time for action – creating a tileset, What just happened?
- considerations / What just happened?
- toggle buttons
- creating, for representing ON/OFF switches / Time for action – toggling sound and music, What just happened?
- torsoCenterInWorldCoordinates method / What just happened?
- touchBegan* method / What just happened?
- touchCancelled* method / What just happened?
- touchEnded* method / What just happened?
- touches
- handling / Swallowing touches
- touchMoved* method / What just happened?
- transitions
U
- update* method
- about / Meeting the update: method
- bird movement, reviewing in / Reviewing bird movement in the update: method
X
- Xcode
- about / Starting with Xcode
- URL, for downloading / Starting with Xcode
- Cocos2D, integrating with / Integrating Cocos2D with Xcode
- Xcode project
- background image, adding to / Adding the background image to the Xcode project
Z
- z-order