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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

Initializing the game


In the code files of this chapter, you will find DefenseTheTower_init.zip, which includes an initial project that we will use as the basis for the rest of the chapter.

If you open the project in Xcode, you will find the following classes in the Classes group: AppDelegate, Defense, and GameScene.

The first one is similar to the delegates we used in our previous games, so we don't need to go into deeper detail.

Open Defense.h and you will see the definition of the DefenseLevel enumeration:

typedef enum {
    levelOne = 0,
    levelTwo,
    levelThree
} DefenseLevel;

It contains the three different levels a defense object can be.

This header class also declares a property for the defense level, the sprite that will give it a visual representation, and the damage it deals to enemies:

// Property for defense level
@property (readwrite, nonatomic) DefenseLevel *defenseLevel;
// Property for the sprite
@property (readwrite, nonatomic) CCSprite *defenseSprite;
// Property for the...
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