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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

Using frame-based animation

Specifying multiple images (frames) is very common and in many cases, the most realistic way to animate your game objects. So we will start this chapter by speaking about frame-based animation.

Frame-based animation is quite simple from a developer's point of view. You just have multiple images that are called frames, where each frame depicts your game object at some point in time during the animation. For example, if you shoot an arrow, you might have the following frames:

Using frame-based animation

Hunter shooting and reloading the arrow

In the preceding image, frame 1 is our initial frame with the arrow still in the bow. We use this frame as a still image when aiming. In frame 2, the arrow is shot and disappears from the hunter's game object as it is now a separate object. Frames 3 to 6 depict the hunter taking another arrow and putting it in the bow. Then we return to frame 1 and it looks like the hunter tenses the bow (when we go from frame 6 to frame 1).

This way we get a...

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