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

Enemies everywhere


We want to have enemies in our game. A lot of enemies. We need to have flying enemies as well as walking enemies. With the wonderful Planet-X graphics we are using, the designer created six types of creatures in six colors. We are using all but one type of creature (the swimming creature didn't fit this game), so we have 12 flying enemy types and 18 walking enemy types. In our game there is no difference in the behavior of the creatures, but it does give more of a visual flair to the game to have this much variety. Because we will be randomly creating enemies throughout the game, we don't want to be reloading the animations into the cache every time a new creature is spawned, so we build all of the enemy animations when the playfield is loaded.

Filename: ERPlayfieldLayer.m

-(void) loadEnemyAnimations {    
    // Build all walking enemy animations
    for (int i = 1; i <= 18; i++) {
        // Build the names for the image and animation
        NSString *root = [NSString...