Game Development Reference
In-Depth Information
related issues and how to identify them and provides solutions:
www.kobold2d.com/x/IQkO .
Install cocos2d and its Xcode Project Templates
Tip If you've already installed Kobold2D and are planning to use it, you can
skip ahead to the section “Anatomy of cocos2d and Kobold2D Applications.” If
not, keep in mind that for cocos2d you'll have to enable ARC in each cocos2d
project separately following the instructions given in the upcoming section
“How to enable ARC in a cocos2d Project.” Alternatively, download the topic's
source code and use the supplied ARC-enabled cocos2d template projects. In
any case, you can safely install both cocos2d and Kobold2D, and there will be
no conflicts between them.
To use cocos2d, you need to extract the downloaded file by double-clicking it. This
should create a folder named cocos2d-iphone-2.0 or similar, depending on the
exact version number and other suffiXEs. You can move or rename this folder as you
please.
To install the cocos2d Xcode templates, open the Terminal app (in the Utilities folder
under Applications in Finder—or just search for Terminal.app in Spotlight to loc-
ate it). The cocos2d Xcode project templates installation procedure is driven by a shell
script that you'll have to run from the command-line program Terminal.
First, change to the directory where cocos2d is installed. For example, if you down-
loaded and extracted cocos2d in the Downloads folder, you will have a folder named
cocos2d-iphone-2.0 or similar. If the path to cocos2d-iphone varies on your system, be
sure to use the correct path. In this example, you would have to enter the following:
./Downloads/cocos2d-iphone-2.0/install-templates.sh -f
Press Return to run the template installation script. If everything goes fine, you should
see a number of lines printed in the Terminal window. Most of them will start with “. .
.copying.” If that's the case, the templates should now be installed.
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