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

Building the background grid


If we were to leave the background as it is, the game would look rather dull, with a black background. One option would be to simply drop in a background graphic to enhance the look. That would work, but we want to do something more dynamic to give the game some life. We will begin by using CCRenderTexture to build a sprite with a grid pattern on it.

A CCRenderTexture can be thought of as a second "blank sheet of paper" on which we can draw primitive shapes (like lines), draw sprites upon, and generally do anything visual on it. The power of the CCRenderTexture is that you can then use the resulting image as a sprite. One of the primary benefits for our project is that we can draw our grid on it once, and use it. If we were to put the ccDrawLine calls into our main layer's draw method, it would be drawing them from scratch with every refresh. In our case, we are drawing the lines once, and then using the resulting textured sprite without the additional overhead...