This document appears to be a profile for an individual who works as a Mobile Technical Director at SQUARE-ENIX. They are a member of Kobold2D and have experience with ImpactJS, cocos2d, and Titanium Mobile game engines and frameworks. The profile includes their username of dddartwax.
This document discusses Photobook, a photo application created using Titanium Mobile and pure JavaScript without modules. The key points are:
1. Photobook is an iOS photo application made exclusively with Titanium Mobile and JavaScript, without using any native modules.
2. The author plans to release a demo video on YouTube and make the source code for Photobook open source on GitHub.
3. They also intend to write a book about creating Photobook in Japanese and later translate it to English to help others build similar applications.
The document shows how to create a sequence of actions in Cocos2D using CCCallFunc, CCCallFuncND, CCSendMessages, and CCSequence. The sequence runs an animationStart method after 1 second, then changes the opacity and scale of a sprite. First CCCallFunc and CCCallFuncND are used, then equivalent actions are shown using CCSendMessages to call methods on targets.
1. Use nonatomic properties for primitive types like floats to avoid locking.
2. Use CCArray instead of NSMutableArray for better performance in cocos2d. Iterate arrays using CC_ARRAY_FOREACH.
3. Use index access instead of indexOfObject to improve performance of lookups in for loops.
The document loads 4 image resources asynchronously using a CCResourceAsyncLoader object. It initializes the loader with the number of resources, registers each resource filename to load, adds the loader as a child node to start loading, and implements a loadComplete method to check if all resources are finished loading by decrementing the loader's resourceCount property until it reaches 0.
The document discusses HTML5 and JavaScript game development using the Impact game engine. It provides an overview of Impact's features like 2D canvas and audio support, an entity component system for defining game objects, and tools for publishing games to desktop and mobile. It also demonstrates how to create a custom player entity by extending the base Entity class and overriding init and update methods.
The document discusses advanced techniques in cocos2d programming. It begins with an introduction to cocos2d and how to learn it. It then covers advanced techniques like replacing scenes, pushing and popping scenes, scene transitions, TexturePacker, PVRTC texture compression, extruding sprites, IMA-ADPCM audio, preprocessor macros for coordinates, using CCBumper for intro scenes, and asynchronous resource loading with CCResourceAsyncLoader. The document provides examples and explanations for implementing these techniques.