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 control base


We are now to the point where we can build the controls for the player. As we said in the introduction, we will be building two control schemes. The first is what we call "one touch". This controller will track from the moment the touch is detected until it is released. While the touch is on the screen, we will update the cue stick to follow the touch, aiming at the cue ball. When the touch is ended (finger lifted) we will take the shot from the position of the cue stick, and the distance from the cue ball will determine the strength of the shot.

The second control scheme, which we call "two touch", will be similar in the way it tracks the shot, but it will not automatically take the shot when the touch is lifted. Instead, a button that says Shoot! will appear at the bottom of the screen, and touching that button will take the shot.

Both control schemes share some code, so we have created the OPControlBase class, which we will then subclass with OPControlOneTouch...