Basic game architechture best practices in Cocos2D on iOS

Posted by MrDatabase on Game Development See other posts from Game Development or by MrDatabase
Published on 2012-04-13T21:07:19Z Indexed on 2012/04/13 23:45 UTC
Read the original article Hit count: 291

Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear.

What's the "best practices" way to set this up in Cocos2D?

Here's my plan so far:

  • One Objective-c GameState singleton class (maintains list of active squares)
  • One CCScene (since there's no menus etc)
  • One CCLayer (child node of the scene)
  • Many CCSprite nodes (one for each square, all child nodes of the layer)
  • Each sprite listens for a tap on itself. Receive tap => remove from GameState

Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

© Game Development or respective owner

Related posts about architecture

Related posts about cocos2d-iphone