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 main loop


Much of the remaining functionality is in the update method. There are three distinct sections of the loop, and we will look at them in turn. The first section handles the movement updates.

Filename: SNPlayfieldLayer.m (update, part 1)

-(void)update:(ccTime)dt {
  stepTime += dt;
  if (stepTime > snake.snakeSpeed) {
        stepTime = 0;
      [snake move];
      [self checkForCollisions];
    }

We use a standard delta time counter to keep adding to the stepTime variable. On each loop, we check if the stepTime is greater than the snakeSpeed variable. If it is, then we need to move the snake. As discussed in the previous sections of the chapter, all we have to do is call the snake's move method. The only time we need to check for collisions is after the snake's move method is called, so we call that method next.

Level-up checking

Filename: SNPlayfieldLayer.m (update, part 2)

    if (playerScore >= 8) {
        [self showLevelComplete];
    }

Here we have hard-coded the...