Continuing from Part 1, this part will demonstrate the followings: * Loading image dynamically using UIImageView * Using array Step 1 Open the Ball project created in Part1. Step 2 Import another image into the Resources Group (you can use the same image as previously, but it won’t be as much fun). Step 3 We […]

LocalConnection enables two or more Flash files to communicate with each other. You can also use other methods, such as SharedObject, but the benefit of LocalConnection is the real-time nature of LocalConnection. For more information, click Adobe documentation here. For an introduction to LocalConnection, please see this article which explains how to set up a […]

There are what will be demonstrated: * Using Transformation. * Using UIImageView. * Using interval for animation. * Associating image with objects. * Deriving a class from UIImageView. Step 1 Create a New Project. Select iPhone OS Application -> View-Based Application. Name it Ball. Step 2 Import an image into the Resources Group.  If you […]

We learned how to create Canvas objects in Part 1, and we also learned how to draw a simple shape on Part 1. You need a browser that support Canvas such as Firefox 3 to run the examples.   Now it’s time to show how to crate a canvas that “overlays” your web-page. By overlay, […]

LocalConnection enables two or more Flash files to communicate with each other.  You can also use other methods, such as SharedObject, but the benefit of LocalConnection is the real-time nature of LocalConnection. For more information, click Adobe documentation here.  You can also use LocalConnection if you need to communicate with an ActionScript 2 Flash files. […]

This is a guide of how to use HTML 5 Canvas, as well as some JavaScript/css tricks to enable drawing on top of a web page. To see the result of this tutorial, open https://permadi.com/blog/?p=383. Canvas introduction is covered here and here. You need a browser that support Canvas such as Firefox 3 to run […]

Flash Garbage Collector executes at unpredictable times.  The engineer at Adobe have alleviated this somewhat with the introduction of System.gc(); command.  See the reference at: http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/system/System.html#gc() I won’t argue whether it is a good or bad idea to call the garbage collector manually.  I many cases, it is not necessary.  However, I believe that there […]

Hello Cocos2d
April 8, 2009

This is a guide to create a Hello World application for cocos2d.  If you have not installed and compiled the Cocos2d successfully, then follow the previous guide here. Note: this guide is written for cocos2d version 0.71. If you are using 0.73 or later and are having issues, check the following post: https://permadi.com/blog/2010/03/cocos2d-compiling-hint/ https://permadi.com/blog/2010/03/cocos2d-for-iphone-migrating-0-71-to-0-73/ Step1 […]

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 […]