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

Bluetooth multiplayer


We now have a complete two-player game on the same iPad. Now we will turn our attention to using GameKit to create a local Bluetooth game between two iPads. A word of caution to begin this discussion: this does not work correctly on the simulator, so you must have two iPads (any generation will do) in order to test this code.

To get the game prepared for using GameKit, we need to make sure the GameKit.framework is included in our project. You can check this by selecting your target project, and selecting the "Build Phases" heading. Then, expand the Link Binary With Libraries tab, and see if it is listed. If it is not, click on the + button at the bottom of the section, and select GameKit.framework.

In Xcode, it looks like the following screenshot:

We also need to make a couple of additions to the CLPlayfieldLayer.h file to include the GameKit.

Filename: CLPlayfieldLayer.h (partial)

#import <GameKit/GameKit.h>

@interface CLPlayfieldLayer : CCLayer <GKPeerPickerControllerDelegate...