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

Smarter hero walking


With the code that we have covered so far, our hero will walk around without any awareness of the special tiles that we have placed, so he will walk right through walls. We need to fix this. Now that we have added methods to make it fairly simple to determine where our special triggers are, we can revisit the setHeroPos method, which we started earlier. This is a complete replacement of the earlier method.

Filename: TDPlayfieldLayer.m

-(void) setHeroPos:(CGPoint)pos {
    // Get the tile coordinates
    CGPoint tileCoord = [self tileCoordForPos:pos];

    // Check if the new tile is blocked
    if ([self isWallAtTileCoord:tileCoord]) {
        // Return without allowing the move
        return;
    }

    // Check if the hero picked up health
    if ([self isHealthAtTileCoord:tileCoord]) {
        // Remove it from the map
        [_triggers removeTileAt:tileCoord];
        [_pickups removeTileAt:tileCoord];
        // Add health to the player
        [self heroGetsHealth...