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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 – handling touches

Let's add the code that will allow us to handle touches:

Note

In this and the subsequent chapters, we're going to build on top of the Cocohunt project we started in the previous chapter. If you've completed the code of the previous chapter, simply continue from the point where you left.

If you skipped some part of the book or don't have the code for some reason, you can take the final project of the previous chapter from the book supporting files. For this chapter, you can take the code from the Chapter_04/Cocohunt_04_Final folder.

You can download the book's supporting files at http://www.packtpub.com/support and follow the instructions.

Perform the following steps:

  1. Open the Xcode project at the point where we left it at the end of the previous chapter. After opening the project, open the GameScene.m file and add the following methods below the update: method:
    -(void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
    {
      ...
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