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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

CCActions in depth

In the previous chapters, you learned how to create movement actions and sequences. But you may know that there are more types of actions, and we're going to see them in this section.

Actions are used to modify a node's properties such as its position, size, and rotation, or simulate some dynamic effects; that's why we can find in the order of tens of different actions.

We can categorize actions in three main groups depending on the kind of modification they apply to the node. In this way, we find:

  • Interval actions: This is the type of action that the actions we've been using in the previous chapters belong to. They get this name since you must specify the duration of the action.
  • Instant actions: These actions allow you to modify some node properties such as visibility or position, with the exception that this way you can perform these modifications in a sequence.
  • Ease actions: These actions apply a dynamic effect to the node and are widely used on transitions...
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