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

Levels and difficulties


You can play on the same level for only a limited time before your snake becomes so long that it is impossible to continue. To solve that issue, we will implement levels. Additionally, not everyone likes to play at the same speed to begin with, so we will also add difficulty or skill levels. We address this need by another custom init method for the SNPlayfieldLayer class, as shown in the following shortened form:

Filename: SNPlayfieldLayer.m

+(id) initForLevel:(NSInteger)startLevel
     andDifficulty:(SNSkillLevel)skillLevel {
            return [[[self alloc]initForLevel:startLevel
                  andDifficulty:skillLevel] autorelease];
}

-(id) initForLevel:(NSInteger)startLevel
     andDifficulty:(SNSkillLevel)skillLevel {
  
    if (self = [super init]) {
      levelNum = startLevel;
        currentSkill = skillLevel;

  // See code bundle for complete initForLevel method

When we create the scene (and subsequently the layer), we pass it to the starting...