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


We have covered a lot of material that is familiar yet new here. We have leveraged quite a few community resources for this project. We built our tile map with Tiled. We used SneakyJoystick rather than build our own joystick and button classes. We have dipped our toe in the A* waters with the help of Johann Fradj. We kept our layers separated into functional units so we could keep our code cleaner and more performant. Not to mention we had the opportunity to ponder why an orange would be the mortal enemy of lettuce.

This game is very basic on purpose. Once you master the concepts we covered here, it is easy to leverage this project to power a much bigger (and more sensible, perhaps) game. One of the great things about creating a game with tilemaps is that there is a lot of directly reusable code from game to game. For instance, the isValidTile, isWall, and so on methods are easily adaptable to any tilemap-based project. Reusability of code is key to writing code faster.

As we have...