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

Setting everything in motion


At this point we have a world, we have edges to hold everything in, and we have a ball. Now we need to get it all moving. As you might expect, we handle this in the update method.

Filename: BRPlayfieldLayer.mm

-(void)update:(ccTime)dt {
    // Step the world forward
  world->Step(dt, 10, 10);
    
    // Iterate through all bodies in the world
    for(b2Body *b = world->GetBodyList(); b;b=b->GetNext()) {
    if (b->GetUserData() != NULL) {
            // Get the sprite for this body
      PhysicsSprite *sprite = 
(PhysicsSprite*)b->GetUserData();
  
            // Speed clamp for balls
            if (sprite.tag == kBall) {
        static int maxSpeed = 15;
                
        b2Vec2 velocity = b->GetLinearVelocity();
        float32 speed = velocity.Length();
        
        if (speed > maxSpeed) {
          b->SetLinearDamping(0.5);
        } else if (speed < maxSpeed) {
          b->SetLinearDamping(0.0);
        }
  ...