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

Design review


We will begin by discussing the approach that we will use for the design. One of our core design decisions for this game is to use as few graphic files as possible, without sacrificing the look and feel of the game. If you look at the source graphics, we only have four images: a white button with a right arrow on it, a light bulb, a white "bulb glow" image, and a white square image 1 x 1 point in size. From those images, we will drive the entire game.

Structurally, we want separate classes for the bike and the button. The bike will handle all of its own movement, and the button class will send messages directly to the bike it is controlling, so there is very little direct interaction with the game layer itself. The walls will be generated from the white square graphic, using on-the-fly scaling to stretch the walls behind the bike. All walls will be stored inside the game layer, since there is substantial need to share the walls between the bikes.

We will also use a separate layer...