Seals are the bad guys in Peeved Penguins. The goal is to get rid of all of them! To get rid of them, you shoot penguins at them.

So next, we want to create the Seal and Penguin objects in SpriteBuilder.


Let's start with the penguins. We want penguins and seals to each get their own .ccb files because they will be mapped to different Objective-C classes. That will allow us to distinguish between them later on when we add the shooting mechanism to our game.

Create a new interface file (Top bar: File>New>File) and make sure that you create it at the root level of the project. Choose Sprite as the root node:


Now you need to set an image for the penguin. The easiest way is to select the root node (our CCSprite) is to select it from the timeline at the bottom of the screen. Once you have selected the CCSprite, go to the right pane and set the "Sprite Frame" property to the flyingpenguin.png image:


Now you should see the penguin image on the center of the stage.

Later, when we implement the gameplay, we want to shoot these penguins from our catapult. This means we want to turn these penguins into physics objects as well so that they can interact with the other physics bodies in the scene.

Select the penguin, open the third tab and check the box "Enable physics". Once you check the box, you will see 4 pink dots forming a rectangle. This shape represents the shape of your physics body:


By default this body is a square. For our flying penguin a circle seems like a better choice, so change the physics shape in the dropdown accordingly:


Note, that you can drag the pink points around to adjust the size and position of the physics body.

Now we have a CCSprite with the correct image and physics body set up. Finally, you need to set the custom class property of this interface file. Once again, this custom class property links an Objective-C class to this interface file (more on this later). We want the penguin to be linked to an Objective-C class called "Penguin" so go the right pane, open the second tab, and set the custom class property:


That's it for now - our penguin is ready! You will learn how to initialize this custom CCSprite subclass very soon!


You should be able to create the Seal.ccb file on your own now. Repeat all the steps you did for the penguins:

  • Create a new Interface File (CCSprite as root node)
  • Select the correct sprite image (seal.png)
  • Setup a physics body (a circle as shape will do again)
  • Setup the custom class

Create the classes in Xcode

It is worth repeating that the "custom class" property of a .ccb file creates a link between the .ccb file in your SpriteBuilder project and an Objective-C class in your Xcode project.

For our example this means that whenever someone loads the Seal.ccb or Penguin.ccb file, Spritebuilder will initialize the custom classes we have linked (Seal and Penguin).

To make this work, we need to create the Seal and Penguin class in Xcode. Open the PeevedPenguins.xcodeproj. Create two new classes (Top bar: File>New>File>Objective-C Class) called "Penguin" and "Seal" and make them subclasses of CCSprite because the root nodes of Penguin.ccb and Seal.ccb are CCSprites as well:


Please create the new file in the Source Folder of your project to keep a consistent structure:


Don't forget to repeat this step for the Seal class.

Testing that everything worked out

Since we have made a bunch of changes it would be nice to test if everything worked out as expected before we move on. Most importantly we want to check if our code connections are working. Publish your SpriteBuilder project. Next got to Xcode, open "Penguin.m" and add these lines between @implementation and @end:

- (id)init {
    self = [super init];

    if (self) {
        CCLOG(@"Penguin created");

    return self;

Now, everytime the Penguin.ccb file is loaded, "Penguin created" should appear in the console. Let's do the same for the Seal.m file. You remembered to create it, right? If not, go ahead and create a new Seal class in XCode like you did for Penguin. Open it and add these lines between @implementation and @end:

- (id)init {
    self = [super init];

    if (self) {
        CCLOG(@"Seal created");

    return self;

So far, so good. Now for testing purposes we should try to load both files (penguin.ccb and seal.ccb) from our source code manually to invoke our custom init methods.

Open the file "AppDelegate.m". Add two lines to the bottom of this method:

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions

    [self setupCocos2dWithOptions:cocos2dSetup];

    [CCBReader load:@"Penguin"];
    [CCBReader load:@"Seal"];

    return YES;

Now, when our app starts, the penguin.ccb and seal.ccb files should be loaded immediately, causing a Seal and Penguin object to be initialized. Two log messages should appear in your console log. Run the app and check the console for the correct output:


Note: if the console does not appear, check if you have set the two options highlighted in the screenshot correctly

If everything worked out, you should see a "Penguin created" and "Seal created" message in your console log. Congratulations!.

If you don't see the message, please go back and check if you have performed every step on this page.

Cleaning up & moving on

You have learned a lot in this chapter. You've set up your first code connection and now have a basic understanding of how and where the use of SpriteBuilder and Xcode will overlap in your projects.

Now before we move on to the next chapter, let's clean up our test methods. Remove the init methods we have added to Seal.m and Penguin.m. Next, remove the two lines we have added to the AppDelegate.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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