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

Shooting bullets


Now we turn our attention to the bullets and allowing our hero to shoot. Let's look at the simple ERBullet class.

Filename: ERBullet.h

@interface ERBullet : CCSprite {
    BOOL isShootingRight;
    BOOL isHeroBullet;
}

@property (nonatomic, assign) BOOL isShootingRight;
@property (nonatomic, assign) BOOL isHeroBullet;

@end
ERBullet.m:
@implementation ERBullet

@synthesize isShootingRight;
@synthesize isHeroBullet;

@end

Our ERBullet class is nothing more than a subclass of the CCSprite class with a couple of extra Boolean variables to track. The isShootingRight Boolean variable helps us keep track of direction of travel for the bullet. Since we are only designing the game to allow flat trajectories for the bullets, we really just need to know if it is going left or right. We also use the isHeroBullet variable so we can keep track of whose bullet it is, for collision detection purposes. We will not allow "friendly fire", so enemies won't kill other enemies in this...