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

Control buttons


Now that the bike and walls are fleshed out, we turn our attention to the control buttons. As we have mentioned before, we are optimizing our graphics, so we actually only have a single black and white button to use for all the control buttons. Let's look at the class header first.

Filename: CLButton.h

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "CLDefinitions.h"
#import "CLBike.h"

@interface CLButton : CCSprite <CCTargetedTouchDelegate> {
    BOOL isLeft; // Is this a left turn button?
    CLBike *parentBike; // Bike the button controls
    CLPlayfieldLayer *myPlayfield; // main game layer
}

+(id) buttonForBike:(CLBike*)thisBike
         asPlayerNo:(NSInteger)playerNo
             isLeft:(BOOL)isLeftButton
            onLayer:(CLPlayfieldLayer*)thisLayer;

@end

Here we have kept references to both myPlayfield and the parentBike. The variable myPlayfield references the main playfield layer of our game. The parentBike is the bike that will...