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

Collisions and eating


Now that we have all of the visible objects on the screen, we can move to the collision detection. Collision detection is actually the easy part. We have already written code that looks suspiciously like collision detection in the createWall and createMouse methods. The checks we perform are nearly the same, except we are concerned only with collisions involving the head of the snake, since it is the only part of the snake that can collide with another surface. Let's look at the checkForCollisions method in two sections. The first section contains the checking for game ending crashes.

Filename: SNPlayfieldLayer.m (checkForCollisions, part 1)

-(void) checkForCollisions {
    // Get the head
    SNSnakeSegment *head = [[snake snakebody]
                                        objectAtIndex:0];
    // Check for collisions with the snake's body
    for (SNSnakeSegment *bodySeg in [snake snakebody]) {
        if (CGRectIntersectsRect([head boundingBox],
           ...