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

Checking moves


We are close to completing a basic Match 3 game. Let's look at a couple more methods we need to finish it.

Filename: MAPlayfieldLayer.m

-(void) checkMove {
    // A move was made, so check for potential matches
    [self checkForMatchesOfType:kGemIdle];

    // Did we have any matches?
    if ([gemMatches count] > 0) {
        // Iterate through all matched gems
        for (MAGem *aGem in gemMatches) {
            // If the gem is not already in scoring state
            if (aGem.gemState != kGemScoring) {
                // Trigger the scoring & removal of gem
                [self animateGemRemoval:aGem]; 
            }
        }
        // All matches processed.  Clear the array.
        [gemMatches removeAllObjects];
    // If we have any selected/touched gems, we must
    // have made an incorrect move
    } else if ([gemsTouched count] > 0) {
        // If there was only one gem, grab it
        MAGem *aGem = [gemsTouched objectAtIndex:0];
        
    ...