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https://github.com/cocos2d/cocos2d-iphone-extensions
3rd party extensions for cocos2d-iphone
https://github.com/cocos2d/cocos2d-iphone-extensions
Last synced: 2 months ago
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3rd party extensions for cocos2d-iphone
- Host: GitHub
- URL: https://github.com/cocos2d/cocos2d-iphone-extensions
- Owner: cocos2d
- License: other
- Created: 2011-05-30T15:37:32.000Z (over 13 years ago)
- Default Branch: master
- Last Pushed: 2013-01-15T22:51:26.000Z (almost 12 years ago)
- Last Synced: 2024-04-16T00:41:50.095Z (9 months ago)
- Language: Objective-C
- Homepage: http://www.cocos2d-iphone.org/forum/forum/17
- Size: 140 MB
- Stars: 639
- Watchers: 63
- Forks: 241
- Open Issues: 50
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG
- License: LICENSE.cocos2d
Awesome Lists containing this project
- awesome - cocos2d-iphone-extensions - 3rd party extensions for cocos2d-iphone (etc)
- awesome - cocos2d-iphone-extensions - 3rd party extensions for cocos2d-iphone (etc)
README
Cocos2d Extensions
=================
This repo is a collection of quality 3rd party extensions and additions for the Cocos2D-iPhone Engine.
Everything that doesn’t modify Cocos2D itself, while bringing new functionality can become a part of Cocos2D-iPhone-Extensions Repo: alternative versions of existing classes, additional categories, new nodes, actions, etc…All extensions are well documented,shipped with testcases and are compatible with latest stable Cocos2D-iPhone version.
With rare exceptions, they are designed for both Mac & iOS.
As well as Cocos2D, Cocos2D Extensions are licensed under the MIT License.Cocos2D Extensions subforum: http://www.cocos2d-iphone.org/forum/forum/17
Build & Runtime Requirements
====================* Mac OS X 10.6, Xcode 3.2.3 (or newer)
* iOS 3.0 or newer for iOS games
* Snow Leopard (v10.5) or newer for Mac gamesHow to get the source
=====================```
git clone [email protected]:cocos2d/cocos2d-iphone-extensions.git
cd cocos2d-iphone-extensions
# init cocos2d-iphone submodules in order to build & run the tests.
git submodule update --init
# to get latest source from develop branch, use this command:
git checkout -t origin/develop
```Files & Folders
=================
* **cocos2d** - cocos2d-iphone 1.x submodule.
* **cocos2d_2.x** - cocos2d-iphone 2.x submodule.
* **Extensions** - folders with extensions sources, that can be inlcuded in your project.
* **Tests** - sources & resources of Extensions demos.
* **SharedResources** - resources shared between all tests (icons, fps images, etc...)
* **SharedSources** - sources shared between all tests (appDelegates, pch's, etc...)
* **cocos2d-extensions-ios.xcodeproj** - XCode Project containing all extensions and their demos/tests for iOS Platform.
* **cocos2d-extensions-mac.xcodeproj** - XCode Project containing all extensions and their demos/tests for Mac OS X Platform.
* **cocos2d_2.x-extensions-ios.xcodeproj** - same as **cocos2d-extensions-ios.xcodeproj**, but uses Cocos2D-iPhone 2.x ( stable tag in "gles20" branch )
* **cocos2d_2.x-extensions-mac.xcodeproj** - same as **cocos2d-extensions-mac.xcodeproj**, but uses Cocos2D-iPhone 2.x ( stable tag in "gles20" branch )Extensions
=================
* [iOS/Mac] **CCMenuAdvanced** - CCMenu subclass with additional features: relativeAnchor, more align options, priority property, scrolling with swipe/trackpad/mousewheel
* [iOS/Mac] **CCMenuItemSpriteIndependent** - CCMenuItemSprite Subclass, that doesnt add normal/selected/disabled images (sprites) as children. It retains them and delegates rect & convertToNodeSpace: methods to normalImage_. So it's possible to use CCSpriteBatchNode & add position sprites of menuItem anyway you want.
* [iOS/Mac] **CCVideoPlayer** - Simple Video Player for Cocos2D apps.
* [iOS/Mac] **CCBigImage** - Dynamic Tiled Node for holding Large Images.
* [iOS/Mac] **CCSlider** - Little Slider Control to allow the user to set the music/sfx/etc level in the range of 0.0f to 1.0f.
* [iOS/Mac] **CCSendMessages** - CCActionInstant subclass, that is more flexible than other CCActions that run functions. Can be used in many cases as blocks replacement.
* [iOS/Mac] **CCScrollLayer** - CCLayer subclass that lets you pass-in an array of layers and it will then create a smooth scroller. Complete with the "snapping" effect.
* [iOS/Mac] **FilesDownloader** - Downloader for a group of files with shared source path.
* [iOS/Mac] **TMXGenerator** - Class that generates a single TMX map with multiple layers.
* [iOS] **CCLayerPanZoom** - CCLayer subclass that can be scrolled and zoomed with one or two fingers (complete with rubber effect, two modes & ability to click through delegate).
Video Overview and more Info can be found on the [Wiki](https://github.com/cocos2d/cocos2d-iphone-extensions/wiki "Wiki")
Detailed README for each extension is available in it's folder (i.e. Extensions/CCSlider/README.md).
On the GitHub it will be automatically shown under files list in the extension folder.
Building & Running Tests
=========================
Agregate target "BuildAllTests" will build all extensions tests - just set it as active target and change only active executable to choose the test.
Extension Test Template is used only as a template for new extensions test targets. It should not build, cause there's no ExtensionTest class implementation for this target.
SYNTHESIZE_EXTENSION_TEST() macro is used (only once in each extension test) to implement ExtensionTest class, that creates scene with default extension test layer.
Contributing
================
Looking for Roadmap or TODO's? Check the [issues](https://github.com/cocos2d/cocos2d-iphone-extensions/issues "Issues") page.
Want to share your own extension for cocos2d? Read this: [Adding-new-Extension](https://github.com/cocos2d/cocos2d-iphone-extensions/wiki/Adding-new-Extension)
Know something that should be inlcuded in cocos2d-extensions-repo? Got problems and/or found a bug? [Create an Issue](https://github.com/cocos2d/cocos2d-iphone-extensions/issues/new "New Issue")