Apr
06
2009

 

Coco2d is an SDK geared toward games development for iPhone and iTouch.   It was originally written for Phyton language.  It is licensed under GNU LGPL.

Where To Download:

http://code.google.com/p/cocos2d-iphone/

Requirements:

  • Mac running Mac OS that supports the iPhone SDK (mine is Mac OS 10.5.6)
  • Xcode version 3 or newer
  • iPhone SDK

For help on installing Xcode and iPhone SDK, and where to get them, see http://permadi.com/blog/?p=130.

Steps To Install

1. Download from http://code.google.com/p/cocos2d-iphone/downloads/list.

2. Extract and copy to the files your Library folder (can be any folder you want to designate).  I put mine on a Library folder.cocos2dfiles

Congratulations.  You have cocos2d installed.  Now comes the more difficult part (just because there’s no documentation).

Let’s try out the samples so we can see what cocos2d is capable of.

You can double click the project file (cocos2d-iPhone.xcodeproj) which should be located in the folder where you extracted cocos2d package.  Or you can run Xcode and do File->Open.

You should see the project window with the following Groups & Files:

cocosxcodeproject

If you do Build And Go now, either nothing happens or the iPhone simulator launches with a blank screen.  You should expand the Targets group instead.  When you do that, you’l see the list of exectables (Atlas Demo, AttachDemo, EaseDemo, and so on).  Control-Click (or right-click) on any of the demo and do Build on one of the “Demo.”

build1

After the selected demo is built, you can run it by expanding the Executables tree. You should see the demo that you build on the Executables tree. Control-Click (or right-click) on the item that has the same demo name as the one you built earlier.  (Note: If you don’t see the Start menu, then you have not built the executable.  Do the previous step first.)

startcocos2dexample1

Here’s what AccelViewportDemo looks like.

acceldemo

Try the other ones.  They are cool.

Make sure also to build the cocos2d library for your target platform, so you can use the libraries without having to recompile every time.  To do this, select the Active SDK and Active Build Configuration that you need (or build them all).  You can find the build result in a build under the folder where you installed cocos2d.  Select cocos2d in the Targets group, and do Control-click, select build cocos2d.

cocos2dlib

Next: Hello World Sample Appilcation

One Response to “Installing Cocos2d for iPhone Development”

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