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Setting Up Leaderboards and Achievements
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For the most part, after enabling Game Center for an app, what you ll be doing on iTunes Connect is setting up one or more leaderboards, which will hold your player s scores or times, as well as setting up a number of achievements that players can unlock while playing your game. To access the Game Center leaderboards and achievements, you refer to them by ID. For leaderboards, you should note the leaderboard category ID strings, and for achievements the achievement ID strings, to be able to query and update the correct leaderboards and achievements. For the purpose of this chapter, I have set up one leaderboard with a score format of Elapsed Time and a leaderboard category ID of Playtime. For achievements I ve entered one achievement, with an achievement ID of PlayedForTenSeconds, that grants the player 5 achievement points. Feel free to set up additional leaderboards and achievements, but keep in mind that the example code in this chapter relies on at least one leaderboard with a category ID of Playtime and one achievement with an achievement ID of PlayedForTenSeconds to exist.
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Creating a Cocos2d Xcode Project
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Now it is time to create the actual Xcode project. You can start the project from any cocos2d template for example, the cocos2d HelloWorld application template. You can also use an existing project. There s but one caveat: the cocos2d version should be at least v0.99.5 beta 3. You can determine which version of cocos2d your project is using in three ways. First, if your project is built and you run it, one of the first lines in the debugger console will read something like this:
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2010-10-07 15:33:58.363 Tilemap[1046:207] cocos2d: cocos2d v0.99.5-beta3
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CHAPTER 14: Game Center
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Or, you can use the global method cocos2dVersion to print it out yourself for example, using CCLOG in this way:
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CCLOG(@"%@", cocos2dVersion());
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The final option is to simply look it up. In your project, in the group containing the cocos2d sources, locate the file cocos2d.m and open it. It contains the version string in plain text:
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static NSString *version = @"cocos2d v0.99.5-beta3";
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I decided to continue working with the tilemap projects, so I was facing the problem of having to upgrade cocos2d from a previous version to v0.99.5 beta 3. Many developers have faced and will continue to face this issue, and it s not a simple or straightforward task. In fact, if you rely on the cocos2d templates to create cocos2d projects for you, the current version of the cocos2d code will be copied into your project. You can t upgrade that code by simply copying over the new code because you don t know which source code files might have been added, renamed, relocated, or removed entirely from the cocos2d distribution. The easiest way to upgrade cocos2d is actually to create a new project from a cocos2d template that uses the latest cocos2d version, and then read all your source files and resources to this new project. That way, at least you can be sure that whatever errors appear are either caused by incompatibilities introduced by the latest cocos2d version, or by missing source code or resource files. TIP: If you grow tired of this tedious upgrade process, I ve written a tutorial and Xcode project that only adds references to the cocos2d-ios source code project. This allows you to up- or downgrade the cocos2d-ios project at any time with relatively little fuss. You can find the tutorial and the Xcode project on my web site: www.learn-cocos2d.com/knowledgebase/tutorial-professional-cocos2d-xcode-project-template. The requirement to use at least v0.99.5 beta 3 of cocos2d is because this version added a RootViewController object. Thus far, cocos2d has never used a UIViewController because it never needed one, but Game Center does need a UIViewController to be able to show its built-in UIKit user interface. To avoid a plethora of issues that occurred when developers started adding UIViewControllers to support Game Center in their cocos2d projects, the implementation of the RootViewController was a welcome addition to cocos2d. The GameKitHelper class will make use of it.
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