.net barcode generator code project 6: Sprites In-Depth in Objective-C

Drawer Data Matrix in Objective-C 6: Sprites In-Depth

CHAPTER 6: Sprites In-Depth
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Subclassing your game objects from CCSprite also introduces a few subtle differences and stumbling blocks, which I demonstrated earlier in this chapter, before I moved on to show you how to create sprite animations. Since the code to create animations is very complex, I gave you the solution in the form of a CCAnimationHelper category. I also showed you how to work with Texture Atlases and why and how you should use them. Of course, one can t say Texture Atlas without mentioning Zwoptex in the same sentence. It s hands-down the best tool to create and modify Texture Atlases, and if you don t want to spend money on it, you can always use the somewhat outdated and less elegant Flash version. Finally, I hoped encourage you to created your own art and audio. After all, doing everything by yourself can be a great delight. In the next chapter, you ll be working on your next game, as we work on making the shooter game playable.
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Scrolling with Joy
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Continuing with the beginnings of the game from the previous chapter, I now want to turn it into something resembling an actual shoot- em-up game. The very first thing will be to make the player s ship controllable. Acceleromater controls don t make sense in this case; a virtual joypad would be much more appropriate. But instead of reinventing the wheel, we ll be using a cool source code package called SneakyInput to add a virtual joypad to this cocos2d game. Moving the player s ship around is just one thing. We also want the background to scroll, to give the impression of moving into a certain direction. For this to happen we ll implement our own solution for parallax scrolling, since CCParallaxNode is too limited in that it does not allow an infinitely scrolling parallax background. In addition, I ll illustrate what you ve learned about Texture Atlases and sprite batching in the previous chapter. There will be one Texture Atlas containing all of the game s graphics since there s no need to group the images separately when using a Texture Atlas.
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Advanced Parallax Scrolling
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I mentioned before that CCParallaxNode is limited in that it doesn t allow infinite scrolling. For this shooting game, we ll add a ParallaxBackground node, which will do just that. Moreover, it will use a CCSpriteBatchNode to speed up the rendering of the background images.
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Creating the Background As Stripes
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First, I would like to illustrate how I created the background stripes that will create the parallaxing effect. This is crucial to understanding how the Texture Atlas created by Zwoptex can help you save memory and performance, but also save time positioning the individual stripes. Take a look at Figure 7 1; it shows the background layer as I drew it in Seashore as a 480 320 image. This image is also in the Resources folder of the ScrollingWithJoy01 project, as background-parallax.xcf.
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CHAPTER 7: Scrolling with Joy
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Figure 7 1. The source image for the parallax scrolling background
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Each of these stripes is on its own layer in the image-editing program Seashore. In Figure 7 2 you can see the various layers, and if you look in the Resources folder you ll notice that there are images named bg0.png through bg6.png, which correspond to the seven individual stripes that make up the background.
Figure 7 2. Each stripe of the background is on its own layer. This helps in creating the individual images and positioning them in the game.
CHAPTER 7: Scrolling with Joy
There are several reasons for creating the parallax background image in this way. You can create the image as a whole, but you re able to save each layer to an individual file. All of these files will be 480 320 pixels in size, which may seem wasteful at first. But you re not adding the individual images to the game; instead you ll be adding them to a Texture Atlas. Since Zwoptex removes the surrounding transparent space of each image, it will shrink the individual stripes down to a bare minimum. You can see this in Figure 7 3. NOTE: The background images are designed with a regular iPhone s screen size of 480 320 pixels in mind. To support iPad and Retina Display resolutions, you would have to create additional background images at the respective resolutions.
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