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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

Creating a physics world

In this part of the chapter, we're going to create a new level where the hunter will regret that he made the birds angry for shooting some arrows at them. In this level, the birds will drop stones and the hunter will need to dodge them.

We will use a Cocos2D-integrated physics engine called Chipmunk to simulate the physics, handle collisions, and so on. However, first things first. To create physics objects and simulate physics, we need to create a physics world, or a physics node as it is called in Cocos2D.

The previous versions of Cocos2D supported two physics engines: Box2D and Chipmunk. In the third version (v3), the choice was made in favor of Chipmunk. This allowed making a tighter integration, and now it is much easier to start using physics in your Cocos2D game. However, the main concepts covered in this chapter are similar to all physics engines, so don't worry, you can decide later which physics engine to use in your games.

Note

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