Creating Games with cocos2d for iPhone 2 by Paul Nygard

By Paul Nygard

Master cocos2d via construction 9 entire video games for the iPhone

Overview

  • Games are defined intimately, from the layout judgements to the code itself.
  • Learn to construct a wide selection of online game forms, from a reminiscence tile video game to an never-ending runner.
  • Use diverse layout methods that will help you discover the cocos2d framework.

In Detail

Cocos2d for iPhone is an easy (but robust) 2nd framework that makes it effortless to create video games for the iPhone. there are millions of video games within the App shop already utilizing cocos2d. video game improvement hasn't ever been this approachable and straightforward to get started.

"Creating video games with cocos2d for iPhone 2" takes you thru the whole strategy of designing and development 9 whole video games for the iPhone, iPod contact, or iPad utilizing cocos2d 2.0. The tasks commence easily and steadily raise in complexity, development at the classes discovered in past chapters. strong layout practices are emphasised throughout.

From an easy fit online game to an never-ending runner, you'll find out how to construct a wide selection of video game styles.

You will how you can enforce animation, activities, create “artificial randomness”, use the Box2D physics engine, create tile maps, or even use Bluetooth to play among devices.

"Creating video games with cocos2d for iPhone 2" will take your video game development talents to the following point.

What you'll examine from this book

  • Control sprites with contact, joysticks, and tilt controls.
  • Use sprite sheets, debris, and plists effectively.
  • Learn a number of methods to resolve universal challenges.
  • Integrate cocos2d with the Box2D physics engine.
  • Use third-party courses for joystick keep an eye on, tile maps, and more.
  • Implement Bluetooth to play throughout a number of devices.
  • Learn game-specific A.I. layout methodologies.

Approach

There are 9 whole video games with expanding complexity inbuilt this ebook. the method of video game development is well-illustrated with screenshots and defined code.

Who this booklet is written for

This booklet is geared toward readers with an realizing of Objective-C and a few familiarity with the cocos2d for iPhone 2.0 framework.

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Extra resources for Creating Games with cocos2d for iPhone 2

Example text

The creation of simple labels is very basic, using the positioning we saw above. To see how the score and lives are created, please consult the accompanying code bundle for this book. Now we will need a way to score and animate the tiles when the player makes a successful match. When a match is scored, we will fly the tiles to the score, and then have them shrink into the score position until they disappear. 5]; CCCallFuncND *remove = [CCCallFuncND actionWithTarget:self selector:@selector(removeMemoryTile:) data:aTile]; // Run the actions [aTile runAction:[CCSequence actions:move, scale, delay, remove, nil]]; // Play the sound effect [[SimpleAudioEngine sharedEngine] playEffect:SND_TILE_SCORE]; // Remove the tile from the tilesInPlay array [tilesInPlay removeObject:aTile]; // Add 1 to the player's score playerScore++; // Recalculate the number of lives left [self calculateLivesRemaining]; } Here we leverage the cocos2d actions heavily, using the stock actions of CCMoveTo, CCScaleTo, CCDelayTime, and CCCallFuncND.

He is perseverant, auto-didactic, and is always looking into the latest technologies. Marcio started by picking up ASP back in the early 1990s as Chief Web Developer for a consulting company that developed web applications for private companies. He also delved into PHP applications with a MySQL database backend. Then in 2008 he started his path down iOS and has had experience developing applications and games for the platform. His experience is mostly in business applications where there exists a cloud-based web service to interact with and more recently in games created in cocos2d.

M file, where the property will be set to the variable. These statements will be of the basic format: @synthesize propertyName = _variableName; We're planning ahead with this class, including the headers for three methods that we will use for the tile animation: flipTile, showFace, and showBack . This class will be responsible for handling its own animation. All animation in our game will be done using cocos2d actions. Actions are essentially transformations of some sort that can be "run" on most types of cocos2d objects (for example, CCLayer, CCSprite, and so on).

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