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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 – creating a game level with physics

Let's start by creating a new level in our game. To do this, we'll need to add one more scene to the project and add some resources that we're going to use in this scene. Perform the following steps:

  1. Open the Cocohunt Xcode project and create a new group in Resources group called PhysicsLevel.

    Note

    You can continue adding code to the project you have after completing the previous chapter or take the final project of the previous chapter from the book's supporting files in the Chapter_09/Cocohunt_09_Final folder and use it as a starter project.

    You can download book's supporting files from www.packtpub.com/support.

  2. Then, open the book's supporting files from the Chapter_10/Assets/PhysicsSpritesheet/result folder and add the .png and .plist files in the PhysicsLevel group. These are the two spritesheets (Retina and non-Retina) that contain all the sprites we're going to use in this chapter.

    Note

    The .tps...

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