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

Scene construction


We now have three layers for our game, and some layers need to know about the others. Nothing can be a child of the playfield layer, due to the scrolling issue. This is exactly the type of situation that causes us to prefer the separation of scene and layer files, unlike the common template format (a scene method embedded in the CCLayer class). If we were to do that, in which class would you include the scene method, since there is really not one parent layer? (Some would argue that the HUD should be the master layer, with others as children of it. Technically, that works too. We're not fans of that structure, however). Our solution is in the construction of the TDPlayfieldScene class.

Filename: TDPlayfieldScene.m

@implementation TDPlayfieldScene

+(id) sceneWithTiltControls:(BOOL)isTilt {
    return [[[self alloc] initWithTiltControls:isTilt]
                                         autorelease];
}

-(id) initWithTiltControls:(BOOL)isTilt {
   if( (self=[super init...