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

Mole spawning


The only piece of the "sandwich" of elements we haven't seen in detail is the mole itself, so let's visit the mole spawning method to see how the mole fits in with our design:

Filename: MXPlayfieldLayer.m

-(void) spawnMole:(id)sender {
  // Spawn a new mole from a random, unoccupied hill
  NSInteger newMoleHill;
  BOOL isApprovedHole = FALSE;
  NSInteger rand;
  if (molesInPlay == [moleHillsInPlay count] ||
        molesInPlay == maxMoles) {
    // Holes full, cannot spawn a new mole
  } else {
    // Loop until we pick a hill that isn't occupied
    do {
      rand = CCRANDOM_0_1() * maxHills;
      
      if (rand > maxHills) { rand = maxHills; }
      
            MXMoleHill *testHill = [moleHillsInPlay
                                    objectAtIndex:rand];
            
            // Look for an unoccupied hill
      if ([testHill isOccupied] == NO) {
        newMoleHill = rand;
        isApprovedHole = YES;
        [testHill setIsOccupied:YES];
      }
    } while...