Code Samples
Since we moved to a uniform engine, it made it possible for us to start posting code samples. These samples illustrate some of the technical challenges that you might run into as part of mobile development. All of these samples come with source code. You are allowed to use the code here as reference or directly in your own games.
Right now, you will note that the samples page is pretty sparse. That is because we are still working on writing these samples for you. If you want to help us, that would be great. If you write a prototype that you think might be of use to the rest of the class, send it to us and we will post it here.
Ship Demo |
This is a basic demo of CUGL that shows off the proper way to use a Scene Graph. It also shows how to write an application that takes multiple forms of input. This demo is the one shown on the first day of class. |
Poly Demo |
This demo shows how to create the textured scene graph nodes. The classes can be used to draw solid polygons, or polygon paths. Furthermore, we show how to define these shapes in the |
UI Demo |
This demo shows off how to use the limited interactive UI elments supported by the engine: buttons, sliders, text fields, and layout managers. This demo makes heavy use of the |
Rocket Demo |
This demo shows the proper way to use Box2D in CUGL, decoupled from the scene graph. This is a port of (part 1 of) Lab 4 from 3152. The demo uses wireframes to show the physics fixtures. You can toggle these wireframes by double clicking, or using D on the keyboard. |
Ragdoll Demo |
This demo shows the proper way to use Box2D to create complex, jointed objects. This is a port of (part 3 of) Lab 4 from 3152. This demo uses wireframes to show the physics fixtures. You can toggle these wireframes by double clicking, or using D on the keyboard. |
Platformer Demo |
The last of the Box2d demos, this is a port of (part 2 of) Lab 4 from 3152. It does not show any Box2 features that you did not already see in the previous demos. Instead it shows you have to create a platformer with a floating joystick, seen in games like Oddmar the Viking. |
JSON Demo |
This demo is mostly identical to the Rocket Demo. However, instead of hard-coding the level layout, the level is defined by a JSON file. This demo shows you how to add custom loaders to the Asset Manager and use that to load your levels. |
Memory Demo |
This demo shows how to use preallocation and free lists to control object allocation. It is a fairly bare bones demo; just click to create a particle. |
Action Demo |
This is a barebones demo to show off tweening and cross-frame animation actions. This part of CUGL was recently removed because it was not updated for CUGL 2.0 in time for the semester. However, we have updated it in time for this demo. With that said, these features are a bit overkill and you do not need them. |