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

Moving the snake


We now turn our attention to the way we move the snake. Since we want as much of the snake's control inside the snake object, we will be generating our own move method, instead of using setPosition.

Filename: SNDefinition.h

#define gridSize 22

In the SNDefinitions.h file we have created a gridSize definition that works well with the graphics we have defined for this project. Having a centralized gridSize definition allows us to alter the dimensions of the playfield in one place. With that definition fresh in our minds, let's look at the move method.

Filename: SNSnake.m

-(void) move {
    CGPoint moveByCoords;
    // Based on the direction, set the coordinate change
    switch (self.snakeDirection) {
        case kUp:
            moveByCoords = ccp(0,gridSize);
            break;
        case kLeft:
            moveByCoords = ccp(-gridSize,0);
            break;
        case kDown:
            moveByCoords = ccp(0,-gridSize);
            break;
        case kRight:
...