Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
Arrow right icon
View More author details
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

Chapter 4. Rendering Sprites

In this chapter, we'll start building our sample game called Cocohunt. We'll start by creating the Xcode project skeleton and adding the GameScene class to the project. Then, we'll start filling the empty GameScene scene with the actual game objects. We will add the most common type of objects used in games—sprites. We'll learn their main properties, such as position and anchor point. We will make them move and will even add an animation.

The goal of this chapter is to learn how to work with sprites and get to know their main properties. After reading this chapter, you will be able to add sprites to your games.

In this chapter, we will cover the following topics:

  • Setting up the initial project
  • Sprites and their main properties
  • Adding sprites to the scene
  • Adding sprites as a child node of another sprite
  • Manipulating sprites (moving, flipping, and so on)
  • Performance considerations when working with many sprites
  • Creating spritesheets...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image