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

Let's build a bike


We want to start with the basic element of the game, the CLBike class . We will look at this class in detail here, but first we want to see the CLDefinitions.h file.

Filename: CLDefinitions.h

// Audio definitions
#define SND_BUTTON @"button.caf"
#define SND_TURN @"bike_turn.caf"

// Graphics definitions
#define IMG_BIKE @"lightbulb.png"
#define IMG_GLOW @"glow.png"
#define IMG_BUTTON @"rightarrow.png"
#define IMG_SPECK @"whitespeck.png"

typedef enum {
    kBluePlayer,
    kRedPlayer
} PlayerID;

typedef enum {
    kNoChange, // NoChange only used in bluetooth games
    kUp,
    kRight,
    kLeft,
    kDown
} Direction;

Here we have a few definition for our graphic and sound assets. Centralizing the definitions makes it much easier to change your filenames in one place, rather than hunting through your code for all references.

We also create two typedef enum definitions. The PlayerID holds a value to make it easier to determine which player is being addressed. Likewise...