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iPhone Game Development
book

iPhone Game Development

by Paul Zirkle, Joe Hogue
October 2009
Beginner
260 pages
7h 23m
English
O'Reilly Media, Inc.
Content preview from iPhone Game Development

Level 1 Implementation

As we stated before, the goal for Level 1 is for the player to control the main character in a way that will herd a flock of emu chicks into their mother’s nest.

This will require the following resources:

  • A tile level with a clear depiction of a nest and a wide space for the chicks to run around in

  • A main character sprite with idle and walking animations

  • An emu chick sprite with idle and running animations

  • A mother emu sprite that will pace back and forth on the nest

The game logic will include detecting when an emu chick has walked onto the nest and removing it from the world when it does, a nest trigger area for determining when emu chicks have reached the nest, and a level complete state transition when all emu chicks have reached the goal.

AI logic will consist of:

  • A very basic emu mother entity that walks back and forth on the nest

  • An emu chick entity that will flock together with other emu chick entities and try to run away from the main character

User input will include detecting a single touch on the screen from the player, translating that into world coordinates to detect the target square, and setting the main character’s velocity to move toward that square.

gsEmuLevel

To hold our tile engine, entities, and game logic for the first level, let’s create a class named gsEmuLevel that inherits from the GLESGameState class.

gsEmuLevel will need to keep track of the TileWorld, the main character entity, the emu flock entities, and the emu mother entity, as well as ...

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Publisher Resources

ISBN: 9780596805708Errata Page