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

Summary


Well, we have covered a lot of code in this chapter. We have come back to Box2D after being away from it for a while, and we have built a pretty fun pool game. Along the way, we have explored alternate control schemes, how to make the same engine run with different game rules with a minimum of messy code in the core class, and hopefully learned a few new approaches to coding issues, too. Did we build a world-class pool simulator? Absolutely not. We built a fun game that you, the reader, can expand on and explore on your own. There are many ways you could expand on this game. Add new rules to play pool your way. We kept arrays of each player's sunken balls, but we never did anything interesting with them. (That was intentional.) Perhaps you could draw images of the balls from those arrays on the screen to show who sank which balls? The possibilities are there, and by now you should be ready to hack and slash at the code and make it your own.

In the next chapter we will be building...