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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

Time for action – creating GameScene


As we're going to work on this project for some time, let's keep everything clean and tidy by performing the following steps:

  1. First of all, let's remove the following files as we won't need them:

    • HelloWorldScene.h

    • HelloWorldScene.m

    • IntroScene.h

    • IntroScene.m

  2. We'll use groups to separate our classes. This will allow us to keep things organized. To create a group in Xcode, you should right-click on the root project folder in Xcode, Cocohunt in our case, and select the New Group menu option (command + alt + N). Refer to the following sceenshot:

    Creating a new group

  3. Go ahead and create a new group and name it Scenes. After the group is created, let's place our first scene in it.

  4. We're going to create a new Objective-C class called GameScene and make it a subclass of CCScene. Right-click on the Scenes group that we've just created and select the New File option.

    Note

    Right-clicking on the group and selecting New File instead of using File | New | File will place...

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