Book Image

Creating Games with cocos2d for iPhone 2

By : Paul Nygard
Book Image

Creating Games with cocos2d for iPhone 2

By: Paul Nygard

Overview of this book

Cocos2d for iPhone is a simple (but powerful) 2D framework that makes it easy to create games for the iPhone. There are thousands of games in the App Store already using cocos2d. Game development has never been this approachable and easy to get started. "Creating Games with cocos2d for iPhone 2" takes you through the entire process of designing and building nine complete games for the iPhone, iPod Touch, or iPad using cocos2d 2.0. The projects start simply and gradually increase in complexity, building on the lessons learned in previous chapters. Good design practices are emphasized throughout. From a simple match game to an endless runner, you will learn how to build a wide variety of game styles. You will learn how to implement animation, actions, create "artificial randomness", use the Box2D physics engine, create tile maps, and even use Bluetooth to play between two devices. "Creating games with cocos2d for iPhone 2" will take your game building skills to the next level.
Table of Contents (16 chapters)
Creating Games with cocos2d for iPhone 2
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The project is...


We will begin with classic memory game. Not just any memory game – the memory game that is the source of joy and frustration of children everywhere. In case you've never been exposed to this game (really?), the gameplay is simple. The playing field is a set of tiles with pretty pictures on the front, and a generic back image. You turn over two tiles to see if you made a match. If not, you turn them back over. Pick another pair of tiles and see if they match. Repeat this till all the tiles are matched. Let's take a look at the finished game:

Our memory game needs to be flexible enough to allow different skill levels in the game. We will create different skill levels by varying the number of memory tiles on the board. If there are four tiles (two each of two designs), that's pretty easy. Creating a 4 x 5 grid of tiles is a lot more challenging (20 tiles, 10 designs). We will build a single project that will handle these variations dynamically.

Our game will be a little different from the traditional version in two ways: it is single player only, and we will add a way to lose the game, to make it more exciting. We'll go into detail on that aspect later.

Note

We will detail several foundational design approaches in this chapter that will be used throughout the book. To avoid repetitive code, later chapters will omit some of the boilerplate detail that we cover here.