Game Development Reference
In-Depth Information
groups but the files will remain at the same location in Finder. Likewise, if you
move a file in Finder or rename a folder with files in it, Xcode doesn't auto-
matically update the files in the project and instead displays the files in red,
indicating that it was unable to locate the files.
Both cocos2d and Kobold2D projects essentially reference two different types of files:
source code files and resource files (for example, images and property lists). I get to the
resource files over the course of the topic, so let's concentrate on the most important
ones.
The Default.png file is the image displayed when iOS is loading your app, and
Icon.png is, of course, the app's icon. Several variations of these files may be used,
depending on the device. For example, Retina devices will load the image files with the
@2x suffix. For a full list of image sizes and formats of app icons, launch images, and
others, refer to Apple's Custom Icon and Image Creation Guidelines: ht-
tp://developer.apple.com/library/ios/#documentation/user-
experience/conceptual/mobilehig/IconsImages/Icon-
sImages.html .
Cocos2d uses the fps_images.png files to display the framerate; you should not
remove or modify them.
Inside the Info.plist file you'll find a number of settings for your application. You
only need to make changes here when you get close to publishing your app. You can
also change the most important Info.plist settings, such as supported device ori-
entations, more conveniently if you select your project's target (see Figure 2-5 ).
The Supporting Files Group
If you're familiar with programming in C or similar languages, you may recognize
main.m in the Supporting Files group as the starting point of the application. The only
other file in this group is the precompiled header file Prefix.pch , respectively
Prefix-iOS.pch and Prefix-Mac.pch in Kobold2D projects.
The main Function
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