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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
Languages
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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 – adding hit points


Okay, let's add a point floating from the bird we hit with an arrow:

  1. The first thing we need to do is to add the fonts to the Xcode project. We're going to add all fonts at once, not only the points font. There are a lot of files, so it would be better to create a group for them. Go ahead and create a subgroup called Fonts in the Resources group.

  2. Add all the font files that we've created to that group. You should have a total of 12 files: two files (.png and .fnt) per font, 2 font variations (Retina and non-Retina), and total of 3 fonts. This gives us 2 * 2 * 3 = 12.

    Note

    If you have the trial version of Glyph Designer or some issues with exporting files, you can just take all the font files from the Chapter_06/Assets/BitmapFont folder in the book's supporting files.

  3. After adding the font files, open the Bird.m file, and add the following method:

    -(void)displayPoints:(int)amount
    {
        //1
        NSString *ptsStr = [NSString stringWithFormat:@"%d", amount];
       ...
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