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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
Languages
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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

Creating the zombie class


As our zombie is going to perform several movements such as walk, run, or hit and it will have some attributes as the life points, we will create a class for it. Follow these steps:

  1. Right-click on the Classes group in the project navigator and select New File….

  2. Click on iOS | cocos2d v3.x | CCNode class.

  3. Make this class a subclass of CCNode, call it Zombie, and click on Create.

Replace the contents of Zombie.h with:

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "CCAnimation.h"

typedef enum {
    stateStill = 0,
    stateWalking,
    stateRunning,
    stateHitting
} ZombieStates;

@interface Zombie : CCNode {
}

@property (readwrite, nonatomic) int lifePoints;
@property (readwrite, nonatomic) ZombieStates *state;
@property (readwrite, nonatomic) CCSprite *zombieSprite;
@property (readonly, nonatomic) CCActionAnimate *actionStill;
@property (readonly, nonatomic) CCActionRepeatForever *actionWalk;
@property (readonly, nonatomic) CCActionRepeatForever...
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