<commit_before>Basic Concepts
==============

There are some basic concepts introduced in this library that you will
need to know when developing a cocos2d application:

.. contents::
    :local:

Scenes
------

An scene (implemented with the `Scene` object) is a more or less an
independent piece of the app workflow.
Some people may call them "screens" or "stages". Your app can have
many scenes, but only one of them is active at a given time.

For example, you could have a game with the following scenes:
Intro, Menu, Level 1, Cutscene 1, Level 2, Winning cutscene,
losing cutscene, High scores screen.

You can define every of one of these scenes more or less as separate apps;
there is a bit of glue between them containing the logic for connecting
scenes (the intro goes to the menu when interrupted or finishing,
Level 1 can lead you to the cutscene 1 if finished or to the losing
cutscene if you lose, etc.).

.. figure:: scenes.png

A cocos2d `Scene` is composed of one or more layers (implemented with the
`Layer` object), all of them piled up.
Layers give the scene an appearance and behavior; the normal use case is to
just make instances of `Scene` with the layers that you want. 

There is also a family of `Scene` classes called transitions (implemented with
the `TrasitionScene` object) which allow you to
make transitions between two scenes (fade out/in, slide from a side, etc).

Since scenes are subclass of `CocosNode`, they can be transformed manually or
by using actions.
See `Actions, Transformations and Effects` for more detail about actions.

Director
--------

The `Director` is the component which takes care about going back and forth
between scenes.

The `Director` is a shared (singleton) object. It knows which scene is currently
active, and it handles a stack of scenes to allow things like "scene calls"
(pausing a `Scene` and putting it on hold while other enters, and then returning
to the original). Is the one who will actually change the `Scene`, after a
`Layer` has asked for push, replacement or end of the current scene.

The `Director` is also responsible of initializing the main window.

Layers
------

A `Layer` has as size the whole drawable area (window or screen), and knows how to
draw itself. It can be semi transparent (having holes and/or partial
transparency in some/all places), allowing to see other layers behind it.
Layers are the ones defining appearance and behavior, so most of your programming
time will be spent coding `Layer` subclasses that do what you need. 

.. image:: layers.png

The `Layer` is where you define event handlers. Events are propagated to layers
(from front to back) until some layer catches the event and accepts it.

Even if any serious app will require you to define some `Layer` classes, cocos2d
provides a library of useful predefined layers (a simple menu layer: `Menu`,
a color layer: `ColorLayer`, a multiplexor between other layers: `MultiplexLayer`,
a map layer: `HexMapLayer`, and more ).

Layers can have `Sprite`, `Label`, `HTMLLabel` and even other `Layer` objects as
children.

Since layers are subclass of `CocosNode`, they can be transformed manually or 
by using actions.
See `Actions, Transformations and Effects` for more detail about actions.


Sprites
-------

A cocos2d' sprite is like any other computer sprite.
It is a 2D image that can be moved, rotated, scaled, animated, etc. 

Sprites (implemented using the `Sprite` class) can have other sprites
as children. When a parent is transformed, all its children are transformed as well.

Since sprites are subclass of `CocosNode`, they can be transformed manually
or by using actions.
See `Actions, Transformations and Effects` for more detail about actions.<commit_msg>add doc for Layer init()<commit_after>Basic Concepts
==============

There are some basic concepts introduced in this library that you will
need to know when developing a cocos2d application:

.. contents::
    :local:

Scenes
------

An scene (implemented with the `Scene` object) is a more or less an
independent piece of the app workflow.
Some people may call them "screens" or "stages". Your app can have
many scenes, but only one of them is active at a given time.

For example, you could have a game with the following scenes:
Intro, Menu, Level 1, Cutscene 1, Level 2, Winning cutscene,
losing cutscene, High scores screen.

You can define every of one of these scenes more or less as separate apps;
there is a bit of glue between them containing the logic for connecting
scenes (the intro goes to the menu when interrupted or finishing,
Level 1 can lead you to the cutscene 1 if finished or to the losing
cutscene if you lose, etc.).

.. figure:: scenes.png

A cocos2d `Scene` is composed of one or more layers (implemented with the
`Layer` object), all of them piled up.
Layers give the scene an appearance and behavior; the normal use case is to
just make instances of `Scene` with the layers that you want. 

There is also a family of `Scene` classes called transitions (implemented with
the `TrasitionScene` object) which allow you to
make transitions between two scenes (fade out/in, slide from a side, etc).

Since scenes are subclass of `CocosNode`, they can be transformed manually or
by using actions.
See `Actions, Transformations and Effects` for more detail about actions.

Director
--------

The `Director` is the component which takes care about going back and forth
between scenes.

The `Director` is a shared (singleton) object. It knows which scene is currently
active, and it handles a stack of scenes to allow things like "scene calls"
(pausing a `Scene` and putting it on hold while other enters, and then returning
to the original). Is the one who will actually change the `Scene`, after a
`Layer` has asked for push, replacement or end of the current scene.

The `Director` is also responsible of initializing the main window.

Layers
------

A `Layer` has as size the whole drawable area (window or screen), and knows how to
draw itself. It can be semi transparent (having holes and/or partial
transparency in some/all places), allowing to see other layers behind it.
Layers are the ones defining appearance and behavior, so most of your programming
time will be spent coding `Layer` subclasses that do what you need. 

.. image:: layers.png

The `Layer` is where you define event handlers. Events are propagated to layers
(from front to back) until some layer catches the event and accepts it.

Even if any serious app will require you to define some `Layer` classes, cocos2d
provides a library of useful predefined layers (a simple menu layer: `Menu`,
a color layer: `ColorLayer`, a multiplexor between other layers: `MultiplexLayer`,
a map layer: `HexMapLayer`, and more ).

Layers can have `Sprite`, `Label`, `HTMLLabel` and even other `Layer` objects as
children.

To make loading of appropriate assets easier you may override the ``init``
method of your `Layer` subclass. This will be called when your Layer is
created.

Since layers are subclass of `CocosNode`, they can be transformed manually or 
by using actions.
See `Actions, Transformations and Effects` for more detail about actions.


Sprites
-------

A cocos2d' sprite is like any other computer sprite.
It is a 2D image that can be moved, rotated, scaled, animated, etc. 

Sprites (implemented using the `Sprite` class) can have other sprites
as children. When a parent is transformed, all its children are transformed as well.

Since sprites are subclass of `CocosNode`, they can be transformed manually
or by using actions.
See `Actions, Transformations and Effects` for more detail about actions.
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