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 walls


Next, we will turn our attention to the creation of the game walls. There are two types of walls we need to address: walls created by a player's bike and the border walls around the playing grid. We will start by looking at how we can build our boundary walls.

Boundary walls

Before we look at the code, it is important to know two items that are set up in our init method of the CLPlayfieldLayer class. First, our CCSpriteBatchNode is in the variable cyclesheet. The second is that we have created an NSMutableArray called bikeWalls that will hold the CCSprite objects for all created walls (we will see this later, when we look at the init method in the CLPlayfieldLayer class). This array will be used in our collision detection, so we need to have our outer walls included in it.

Filename: CLPlayfieldLayer.m

-(void) createWallFrom:(CGPoint)orig to:(CGPoint)dest {
    CCSprite *aWall = [CCSprite 
                       spriteWithSpriteFrameName:IMG_SPECK];
    [aWall setColor:ccYELLOW...