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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 JumpAndRun_init.zip, which includes an initial project that we will use as the basis for the rest of the chapter.

We are not going to see the classes in depth, but let's take a look at the most important things so you understand the rest of the development process.

The game that we are going to develop is a platform game starring our old Yeti friend, who after escaping from the killer snowballs must climb some snow platforms to avoid falling into the abyss. That's why there are three different classes besides GameScene: Yeti, Floor, and Platform.

If you open Yeti.h, you will see that it derives from CCNode and that we have defined the following enumeration:

typedef enum {
    yetiStill = 0,
    yetiRunning,
    yetiJumping,
    yetiFalling
} YetiStates;

We will use this to keep control of the different states the Yeti could adopt. As you can see, our character will have run and jump actions and will be still or...

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