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

Building bricks


We are missing one vital piece from our game: bricks to break. We want our game to be flexible enough that we will be able to define new levels without diving too deep into our source code, so we will be storing our levels as a property list (plist).

For our game, we want to have unlimited play, so we will define a set number of brick patterns, and the game will loop through these in order. When you reach the end, it will go back to the first pattern and repeat the cycle.

We define the patterns in the plist as an array with the name in the format P#, so the patterns would be named P1, P2, P3, and so on. Inside each array are the strings representing each row of bricks. The rows begin at the bottom, so Item 0 is the lowest row of bricks, and Item 1 would be above it, and so on.

If we were to build a level editor for our game, we would be more likely to build a more robust plist structure. Because we are hand coding the level design, the easiest way to organize the data is in...