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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 7. Animations and Particle Systems

We have already seen several ways to animate our game objects. We have moved the bird from one side of the screen to another, we've animated the birds' wings, and finally we've animated the hunter reloading the arrow and the arrow flying after it was shot.

These are all examples of animations. In fact, there are many ways you can animate your object and you don't always need multiple images to animate it. As an alternative, you can just change its position, scale, rotation, or other properties over time to bring the static image to life. By the way, this is exactly how animation is translated from Latin—the act of bringing to life. Your goal as a game developer is to make the player believe that the object is alive, irrespective of how you achieve this.

In this chapter, we will cover the following topics:

  • Frame-based animation
  • Animating objects by changing their properties over time, using Cocos2D actions
  • Reviewing...
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