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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

Chapter 5. Starting the Action

In this chapter, we're going to add some action in the game and at the end of the chapter, we will be able to finally play the game. We will make our hunter aim for the bird using a finger and gyroscope, shoot the arrow from the bow, and make the arrow fly and hit the bird. Then we'll add more birds to the game as well as the winning and losing conditions.

In this chapter, we will learn the following topics:

  • Detecting when the player touches the screen, moves, and lifts the finger
  • Rotating the hunter's torso to aim at the desired point
  • Detecting collisions between two sprites using bounding boxes
  • Using states to control objects and the game life cycle
  • Detecting winning and losing
  • Using device orientation to control the game
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