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

Checking for matches


There is only one method left to see the initial board built. The method checkForMatchesOfType takes a desiredGemState value as a parameter. We do this because, during the initial board setup, we only want to check gems that are in the state kGemNew. Later, during actual gameplay, we only want to check for matches when the gems are in the state kGemIdle. (During gameplay, the gems in the kGemNew state will be outside the visible screen before they are dropped on to the screen, and we definitely do not want to include them in matches until they drop into position.) Let's look at the method now, in two parts:

Filename: MAPlayfieldLayer.m (checkForMatchesOfType, part 1)

-(void) checkForMatchesOfType:(GemType)desiredGemState {
  // Let's look for horizontal matches    
  for (MAGem *aGem in gemsInPlay) {
    // Let's grab the first gem
    if (aGem.gemState == desiredGemState) {
      // If it is the desired state, let's look
      // for a matching neighbor gem
   ...