Book Image

Cocos2d for iPhone 1 Game Development Cookbook

By : Nathan Burba
Book Image

Cocos2d for iPhone 1 Game Development Cookbook

By: Nathan Burba

Overview of this book

Cocos2d for iPhone is a robust but simple-to-use 2D game framework for iPhone. It is easy to use, fast, flexible, free, and Appstore approved. More than 2500 AppStore games already use it, including many best-seller games. Do you want to take your cocos2d game development skills to the next level and become more professional in cocos2d game design? Cocos2d for iPhone 1 Game Development Cookbook will help you reach that next level. You will find over 100 recipes here that explain everything from the drawing of a single sprite to AI pathfinding and advanced networking. Full working examples are emphasized. Starting with the first chapter, Graphics, you will be taken through every major topic of game development. You will find both simple and complex recipes in the book. Each recipe is either a solution to a common problem (playing video files, accelerometer steering) or a cool advanced technique (3D rendering, textured polygons). This cookbook will have you creating professional quality iOS games quickly with its breadth of working example code.
Table of Contents (15 chapters)
Cocos2d for iPhone 1 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Using Cocos2d-X


Cocos2d is not limited to iOS development. Cocos2d-X is a C++ port of Cocos2d-iPhone. Using Cocos2d-X we can develop games for many platforms including Mac, PC, Linux, Android, and more. In this recipe, we will install Cocos2d-X XCode templates, create a simple Cocos2d-X application, and introduce the Cocos2d-X testbed.

Getting ready

Please refer to the project Ch8_Cocos2d-X for full working code of this recipe.

How to do it...

Execute the following code:

#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"

using namespace cocos2d;
using namespace CocosDenshion;

CCScene* HelloWorld::scene()
{
  //'scene' is an autorelease object
  CCScene *scene = CCScene::node();
  
  //'layer' is an autorelease object
  HelloWorld *layer = HelloWorld::node();

  //Add layer as a child to scene
  scene->addChild(layer);

  return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
  //Super initialization
  if ( !CCLayer::init() )
  {
    return...