How can I create a menu in levelhelper? - objective-c

I want to create game with Spritehelper and Levelhelper. I wanted to know, how to create the menu with levelhelper.
How can I achieve this?

Look through this tutorial(http://www.raywenderlich.com/4622/how-to-use-spritehelper-and-levelhelper-tutorial), they provide detailed information and have LevelHelper/SpriteHelper tutorials provided by the developer himself.

After some research of instruments for new game I came to this conclusion:
Level Helper 2:
good levels editing
SpriteHelper support
no UI editor (no UI controls)
own class stack inherited from standard cocos2d classes (no way to create other nodes, not inherited from LHxxxx)
animations editor
physics editor
CocosBuilder
is not supported by developers (last update 2 years ago)
is universal: you can create UI and levels in it
has some bugs, but is open source, so you can easily fix some issues
uses default cocos2d class stack. You can instantiate any class inherited from Node
supports relative node positioning (in percents relative to parent size)
built in support of sprite sheets
animations editor
SpriteBuilder
new editor, based on idea of CocosBuilder (very similar to it)
is under active development by cocos2d developers
is universal (UI and levels)
very good layout features
supports only cocos2d-swift :-(
there is some 3rd party cocos2d-x loaders of SpriteBuilder scenes, but they are not always compatible with new versions of SpriteBuilder
animations editor
physics editor
Cocos Studio 1.x, 2.1
troubles with loading scenes from v1 in cocos2d-x v3 and above
new version of CocoStudio (2.1 for now) is still not ready for production and doesn't support many features from v1
supports relative node positioning (in percents relative to parent size)
animations editor

Related

Different UI for Android/iOS in interpreted JS cross-platform tools

Some cross-platform tools (like Xamarin native and RubyMotion) allow the development of two separate views for Android and iOS, while keeping the business logic shared for both of them. Others (like Apache Cordova or Xamarin.Forms) share both UI and business layer, with the option to use platform-specific overrides when necessary.
What is the state of the interpreted JavaScript frameworks (NativeScript, React Native or Appcelerator)? Are they all focused on creating single UI with platform overrides, or do they allow creating two separate views for each platform? For example, is it possible to create a view using Fragments in Android, but a different view on iOS (since Fragments do not exist there)?
Cordova uses WebView, that mean GUI level will be the same for both Android and iOS but different per Device version. In case of Android each client has own Chronium version and it can break UI behaviour. So developers use Crosswalk to set fixed Chronium version. (extra 20M to your application).
BTW Ionic that uses Cordova architecture uses native behaviour per platform. For example for Android Tabs located at the top, on iOS - at the bottom
On other hand Xamarin (C#), React-Native(JS) and NativeScript(JS) call native APIs. They don't use WebView but generate Native code.
For example if you create button - it will look different: on Android - material theme, on iOS - iPhone theme
Anyways, the bottom line is: everything depends on resources and time. If you want to build application fast, with the same view - I would go on Ionic2+ Angular2 + Cordova.
If you you have more time - go on React-Native or NativeScript (Still has poor documentation) or Xamarin (C#).
React-native's slogan is Learn once, write everywhere. So, you can choose what suits your needs, you can:
Share UI between platforms.
Share Only business logic.
So, the answer for react-native is yes. You can create separate UIs or you can share it.
Since you are writing components, one way of separating this logic is to write component.android.js and component.ios.js and the platform loads the appropriate one for you. Note that you can also do that programmatically.
You can see that in action in the official f8 app made by facebook using react-native

Creating reusable child views in Titanium Alloy (A

I'm new to Appcelerator Titanium, so one of the considerations that popped into my mind was this: how do I create reusable custom controls for use in Alloy? Take for example in Android:
The ColorPicker is a 3rd-party library that allows me to add it as a control to the .xml file so long as I reference the library. I would also be able to create my own controls and either reuse them locally or distribute them as an external library. Is there a similar concept for Titanium, more specifically for Alloy (i.e. the xml and all)?
Yes there is the concept of creating widgets and which can be reused locally in the projects. There are alot of widgets already available.
One of the important widgets for creation of the application Font Awsome Widget.
You can see the source code as well and check its implementation.

Can I provide a custom icon for my custom LINQPad data context driver?

I recently started writing LINQPad data context drivers for accessing various types of systems. Unfortunately every driver I write, uses the same "cog wheel" icon. This makes it harder to discern their type than if they'd have a type-specific icon.
Is there a way to provide a custom icon for a driver?
Joe wasn't kidding in his comment. The release notes for LINQPad Beta version 4.42.10 contain this:
You can now specify a custom icon when writing Data Context drivers. Just include two files in your .lpx package: Connection.png and FailedConnection.png (the latter is applied if a data context is unable to load).
What the release notes don't mention (but is obvious once you check the existing icons) is that the icons needs to be 16x16 pixels.

Create custom templates in iOS ap

How to create custom templates in iOS app having uiimageview ,uitextview,and many other views so that user can select any one template and starts editing it.
There is a famous library thats floating around for this kind of usage - iOS BoilerPlate
It is intended to provide a base of code to start with
It is not intended to be a framework
It is intended to be modified and extended by the developer to fit their needs
It includes solid third-party libraries if needed to not reinvent the wheel
What it includes -
HTTP requests and an image cache (both in-memory and disk-based)
UITableViews and UITableViewCells: fast scrolling, async images, pull-down-to-refresh, swipeable cells,...
A built-in browser so your users don't leave your application when they browse to a certain URL
Maps and locations: directions between two points, autocomplete a location, etc.

How build a custom control in Xcode for the iPhone SDK?

I want to build a custom control to reuse in my project which consists of two UITextFields that are linked together + a label.
It is starting to become repetitive across my App and smells of code duplication ;)
However, I wonder what is the best aproach here.
Is it best do everything by code in a controller or is posible do a visual thing like the ones built-in in Xcode?
You can build an Interface Builder plug-in for this. It's fairly straight-forward. To get started, read the Interface Builder Plug-In Programming Guide. It even has a quick, step-by-step tutorial to get you started. Apple recommends creating a plug-in to IB for just your case...
I don't think this is possible. I briefly looked at the IB Plug-In Programming Guide and apparently Interface builder plugins are implemented through Custom Cocoa Frameworks. That is, your plugin is defined in a framework which is loaded in Interface Builder. IB looks in the current projects frameworks to find any custom components defined and will load plugins accordingly. It is not possible to use custom or third party frameworks on the iPhone so I don't see how IB would make a connection here. If somebody has more info I'd love to see this discussion continued.
This is fine except it is for the iPhone. The iPhone presents a more difficult environment to create the plug-in for interface builder. It should be possible but I have yet to see a Xcode project that does this. They are all limited to creation of desktop "AppKit" versions, not iPhone "UIKit" versions of the plugins for IB.