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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

After reading this chapter, you should now have a general understanding of the Cocos2D architecture and some of its main classes. Also, thinking how to create a game engine like Cocos2D should give you some ideas about why things in Cocos2D might work the way they do.

I believe that it is always important to understand the idea that stands behind some technology rather than just mindlessly memorizing names of the classes and their properties. This knowledge should help you grasp more advanced concepts of Cocos2D with ease in the rest of the book and even beyond it.

Don't worry if you don't fully understand right now what happens in AppDelegate or some of the configuration options. It will get clearer when you will actually need to adjust something. The same can be said about the CCDirector class. Don't worry, you will be shown how to use it and you will fully understand its significance during the course of this book.

This is the final theoretical chapter of this book...

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