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

The playfield init method


We have omitted some small areas of code, specifically those related to the main menu itself. We have built convenience methods to start the game with a specified rule set and a specified control scheme. (If you want to see these in detail, please refer to the code bundle for this chapter.) There's really nothing that we haven't done before in earlier chapters, but we will briefly go over the initWithControl:andRules: method of the OPPlayfieldLayer class, so you can see how we have structured the initialization of the game:

Filename: OPPlayfieldLayer.mm

-(id) initWithControl:(NSString*)controls andRules:(NSString*)gameRules {
    if(self = [super init]) {
        size = [[CCDirector sharedDirector] winSize];
        
        // Load the spritesheet
        [[CCSpriteFrameCache sharedSpriteFrameCache]
             addSpriteFramesWithFile:@"poolsheet.plist"];
        poolsheet = [CCSpriteBatchNode
             batchNodeWithFile:@"poolsheet.png"];
        
     ...