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

Collision handling


Before we get to the final stretch covering the controls and the rest of the rules engine, we now know enough about our game that we can implement the collision detection, which uses the same contact listener we used in Chapter 5, Brick Breaking Balls with Box2D. We will look at the update method in pieces, so we can discuss it along the way:

Filename: OPPlayfieldLayer.mm (update, part 1)

-(void) update: (ccTime) dt
{
  int32 velocityIterations = 30;
  int32 positionIterations = 30;
  
  // Instruct the world to perform a single step
  world->Step(dt, velocityIterations, positionIterations);	

    // Evaluate all contacts
    std::vector<b2Body *>toDestroy;
  std::vector<OPContact>::iterator pos;
  for (pos = contactListener->_contacts.begin();
     pos != contactListener->_contacts.end(); pos++) {
    OPContact contact = *pos;
    
        // Get the bodies involved in this contact
    b2Body *bodyA = contact.fixtureA->GetBody();
    b2Body...