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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

Moving the zombie


Now that the game pad is working, it's time to use the touch events received to move our zombie. In this section we're just going to change its position on the screen, but in further sections we will animate it so it looks like the real living dead.

What we need to do to achieve this is implement the GamePadDelegate protocol as per our will. So in GameScene.h, find the following line:

@interface GameScene : CCScene {

Replace it with this one:

@interface GameScene : CCScene <GamePadDelegate>{

In GameScene.m, add the following lines at the end of the init method, just before return self;:

    // Set GameScene as the GamePad delegate
    _gamePad.delegate = self;

This will convert our scene class into a delegate of the protocol so we can implement the protocol methods. For the moment, we're just going to implement didChangeDirectionTo and isHoldingDirection, so add the following lines to GameScene.m:

- (void)gamePad:(GamePad *)gamePad didChangeDirectionTo:(GamePadDirections...
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