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

Our hero


Now we can turn our attention to our hero, the little spaceman. Let's start by looking through the ERHero class.

Filename: ERHero.m

+(id)spriteWithSpriteFrameName:(NSString *)spriteFrameName {
   return [[[self alloc] initWithSpriteFrameName:spriteFrameName] autorelease];
}

-(id) initWithSpriteFrameName:(NSString *)spriteFrameName {
    if(self = [super initWithSpriteFrameName:spriteFrameName]) { 
        _state = kHeroFalling;
        
        // Let the hero take 5 hits before death
        heroHealth = 5;

    }
    return self;
}

The ERHero class is a subclass of CCSprite class. Because we need a custom init method for the sprite, we have overridden the spriteWithSpriteFrameName class method and the corresponding init method. As the _state variable might lead you to guess, the hero will be operating as a simple state machine. Let's see what states are valid:

Filename: ERDefinitions.m

typedef enum {
    kHeroRunning = 1,
    kHeroJumping,
    kHeroInAir,
    kHeroFalling...