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

Implementing the tilemap


So far, we've spent considerable time without really building the project, so now let's turn our attention to our Xcode project. The first thing we need to do is load the tilemap into the layer. We will need to persist the tilemap, so first let's look at the header to see our variables.

Filename: TDPlayfieldLayer.h (partial)

    CCTMXTiledMap *_tileMap;
    CCTMXLayer *_ground;
    CCTMXLayer *_triggers;
    CCTMXLayer *_pickups;
    CCTMXLayer *_walls;
    CCTMXObjectGroup *spawns;
    
    NSInteger tmw; // tilemap width
    NSInteger tmh; // tilemap height
    NSInteger tw; // tile width
    NSInteger th; // tile height

Here you see that we keep the tilemap, as well as individual variables for each layer. We also introduce a few NSInteger variables to store the values of several important numbers, as a shorthand to avoid repeatedly writing a relatively long bit of code. Let's look at the relevant sections of the init method.

Filename: TDPlayfieldLayer.m (partial...