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

Box2D setup and debug drawing


In our first physics recipe, we will explore the basics of creating a Box2D project and setting up a Box2D world. The example creates a scene that allows the user to create realistic 2D blocks.

Getting ready

Please refer to the project RecipeCollection02 for full working code of this recipe.

How to do it...

The first thing we need to do is create a Box2D project using the built-in Box2D project template:

  1. Go to File | New Project.

  2. Under User Templates click on Cocos2d.

  3. Now, right click on Cocos2d Box2d Application.

  4. Click Choose, name your project, and hit Save.

Now, execute the following code:

#import "Box2D.h"
#import "GLES-Render.h"

//32 pixels = 1 meter
#define PTM_RATIO 32

@implementation Ch4_BasicSetup

-(CCLayer*) runRecipe {
  [super runRecipe];

  /* Box2D Initialization */

//Set gravity
  b2Vec2 gravity;
  gravity.Set(0.0f, -10.0f);

  //Initialize world
  bool doSleep = YES;
  world = new b2World(gravity, doSleep);
  world->SetContinuousPhysics(YES);
...