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

Overall design


To make a 2D pool game, there are really only a few objects we will need to render on the screen. The table will be made of the side rails and the pockets. The rest of the table, as far as we are concerned, is just graphic fluff. Of course, we will need to build the 15 numbered pool balls and the cue ball. We will also need a cue stick, which we will create as a sprite but it will not be a body in the Box2D physics simulation. Why not? If we were to create the pool cue as a physics-enabled body, then we would have to consider the "unintended hits" of the pool cue running into other (non-cue ball) balls on the table. While this might happen on a real table, it is generally undesirable. Instead, we will use the pool cue as a visual "marker" of the planned shot, with the distance from the ball acting as our measure of the strength of the shot. Most of the interactions on the pool table will be handled by the Box2D simulation itself, so that will be the easy part.

We will focus...