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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
Languages
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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

Time for action – exploding coconut


We are going to add one more animation that demonstrates more aspects of frame-based animation. For this, we are going to create a new scene that will appear during the start of the game. This scene is what is often called as a splash screen.

  1. Open the Xcode project where we left it in the previous chapter.

    Note

    As always, if you don't have the code after completing the previous chapter, you can find the code in the Chapter_06/Chapter_06_Final folder in the book's supporting files and use it as a starter project.

    You can download book's supporting files by visiting the www.packtpub.com/support page and following the instructions.

  2. Let's add the frames of our animation to our Xcode project. Create a new subgroup in the Resources group and call it ExplodingCoconut.

  3. Open the book's supporting files available in the Chapter_07/Assets/ExplodingCoconut/Animation folder and select all files (command + A). Drag all the images to the ExplodingCoconut group in Xcode and...

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