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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

Summary

In this chapter, we've learned the basics of using a physics engine in your game. Although we learned how to create and manipulate physics bodies, detect collisions, and apply forces and impulses, we barely scratched the surface of what you can do with a physics engine.

We haven't created more complicated physics bodies using polygon shapes or even multi-shape bodies. We didn't use sensors and haven't created complicated mechanisms using joints.

However, I think that information presented in this chapter might be already too overwhelming, especially if you have only just begun to learn how to use physics in your games. Nonetheless, I'm sure this chapter has everything you need to know to start creating physics-enabled games and continue learning advanced topics. I can assure you that the result of learning will be totally worth it!

In the next chapter, we will see how to create larger worlds using tile maps.

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