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

Combining actions and animation


For the behavior of the moles, we will be combining actions and animation at the same time to give more of a feeling of life to the game. In all, we define six behaviors for a normal mole, and one specific behavior for a special mole.

Filename: MXPlayfieldLayer.m

-(void) raiseMole:(MXMoleHill*)aHill {
  // Grab the mole sprite
  CCSprite *aMole = [[aHill hillMole] moleSprite];
  
    float moleHeight = aMole.contentSize.height;
    
  // Define the hole wobble/jiggle
  CCMoveBy *wobbleHillLeft = [CCMoveBy
            actionWithDuration:.1 position:ccp(-3,0)];
  CCMoveBy *wobbleHillRight =[CCMoveBy
            actionWithDuration:.1 position:ccp(3,0)];
  // Run the actions for the hill
  [[aHill moleHillBottom] runAction:
            [CCSequence actions:wobbleHillLeft,
             wobbleHillRight, wobbleHillLeft,
             wobbleHillRight, nil]];

  // Define some mole actions.
    // We will only use some of them on each mole
  CCMoveBy *moveUp = [CCMoveBy...