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Cocos2d Game Development Blueprints

You're reading from   Cocos2d Game Development Blueprints Design, develop, and create your own successful iOS games using the Cocos2d game engine

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781783987887
Length 440 pages
Edition 1st Edition
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Author (1):
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Jorge Jord√°n Jorge Jord√°n
Author Profile Icon Jorge Jord√°n
Jorge Jord√°n
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Toc

Table of Contents (10) Chapters Close

Preface 1. Sprites, Sounds, and Collisions 2. Explosions and UFOs FREE CHAPTER 3. Your First Online Game 4. Beat All Your Enemies Up 5. Scenes at the Highest Level 6. Physics Behavior 7. Jump and Run 8. Defend the Tower Index

Getting started with our project

We have planned to develop a card game similar to Magic and Heroes of Warcraft in which two elemental wizards will fight, invoking their minions thanks to a deck of cards. That's why we will create one independent class to implement the behavior and characteristics of these cards and another one to define the attributes of each wizard and keep the control of their deck.

As the aim of this chapter is to focus ourselves on the basis of online iOS games, we're taking an initial project as the starting point of our game. Open the code files of this chapter where you'll find ElementalWizards_init.zip, which contains the initial project.

This project includes AppDelegate.h, AppDelegate.m, Card.h, Card.m, Wizard.h, Wizard.m, GameScene.h, and GameScene.m.

We will ignore both AppDelegate files because they're exactly like those we saw in the previous chapter and they don't need any explanation. Let's take a look at Card.h:

#import <Foundation...
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