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

Summary


In this chapter, we have focused more on internal structure than we have on complex gameplay. By designing each object as fully contained as possible, it insulates the layer from the object. If we wanted to change the way the snake's movement is handled, for example, we could make those changes in the SNSnake class without touching the SNPlayfieldLayer at all. We have experimented with overriding the setPosition method to control the serpentine nature of the snake's movement. We have implemented easy collision detection. We have also built our first game that includes several difficulty levels with increasingly more difficult playable levels. Finally, we have seen how adding a single variable can be all we really need to turn a CCSprite into a mouse with a life of its own (and how to get rid of dead ones).

In the next chapter we will move on to a brick-breaking game using the Box2D physics engine. We will use plists to store level data and even build some simple power-ups that will...