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

Checking the table


We have finally reached the checkTable method. As you recall, this is called by the update method after the balls have come to rest after a shot. This is where the rest of the game interacts with the rules engine, so we will take this method in pieces.

Filename: OPPlayfieldLayer.m (checkTable, part 1)

-(void) checkTable {
    NSInteger currPlayer = [rules currentPlayer];

    BOOL isValidFirst = NO;
    BOOL isValidSink = NO;
    BOOL isLastBall = NO;
    BOOL isTableScratch = NO;
    BOOL isScratch = NO;
    BOOL replaceBalls = NO;
    BOOL isPlayerChange = NO;
    BOOL isValidLastBall = NO;
    BOOL playerLoses = NO;
    
    isValidFirst = [rules isLegalFirstHit:firstHit];
    isValidSink = [rules didSinkValidBall:ballsSunk];
    isTableScratch = [rules isTableScratch];
    isLastBall = [rules didSinkLastBall:ballsSunk];
    isScratch = [rules didSinkCueBall:ballsSunk];
    isValidLastBall = [rules isValidLastBall:ballsSunk
           withBallsOnTable:[self ballSpritesOnTable...