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

Putting balls back


Before we move to the checkTable method to tie it all together, we have one more method in the playfield to see. As we have a rule defined as ReplaceBalls, we need a way to put illegally sunk balls back on the table. This is defined in the plist, so you can set this to your favorite rules. Playing "bar style", this is usually not an option, as coin-operated tables do not allow you to retrieve balls once they are sunk.

Filename: OPPlayfieldLayer.m

-(void)putBallsBackOnTable:(NSMutableArray*)ballArray {
    // We put the balls we need back on the table,
    // following racking positions, if the rules specify
    if ([rules replaceBalls]) {
        NSMutableArray *deleteArray = 
                 [[NSMutableArray alloc] init];
        
        // First we make sure the cue is NOT in the array
        for (OPBall *aBall in ballArray) {
            // If it is, we add it to the delete array
            if (aBall.tag == kBallCue) {
                [deleteArray addObject:aBall...