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

Basic gem interaction


In this game, we only really have one type of object to play with—we will refer to these playing pieces as gems, since that is the most commonly used image in Match 3 games. We will look at some of the internals of the MAGem class, and then move on to how we actually handle the gems before tackling the more intricate logic.

The MAGem header

We start out by looking at the header for the MAGem class, which is a subclass of CCSprite. We have a couple of new things here. We are using the @class statement to tell this class that there is another class called MAPlayfieldLayer that exists, but we don't want to import that class here. MAGem will be imported by MAPlayfieldLayer, and we don't want to get stuck in an infinite "import" loop.

Filename: MAGem.h

@class MAPlayfieldLayer;

typedef enum {
    kGemAnyType = 0,
    kGem1,
    kGem2,
    kGem3,
    kGem4,
    kGem5,
    kGem6,
    kGem7
} GemType;

typedef enum {
    kGemIdle = 100,
    kGemMoving,
    kGemScoring...