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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

Winning, losing, and other states


Shooting birds infinitely will get you bored at some point. You have to be able to win or lose the game to make it interesting. Also, our hunter shoots the arrows too fast. We should fix these issues before we can call our game minimally playable.

A good way to fix all of our issues is by introducing states. It is very common in game development to think about game objects or even the whole game itself as state machines.

To use states, you need to think upfront what states can your object be in and write the code to transition from one state to another. Then, you can check the current state of the object and understand what it can or should do in its current state. It will get clearer when we do this for our game objects.

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