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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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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

Navigating between scenes


Now, when we have all those buttons on the menu scene, we should make them work. In the early chapters of the book, we discussed the significance of the CCDirector class. We have already used some of its properties, and of course, we have used the replaceScene: method to load the game scene when you tap on the Start button.

With replaceScene:, everything should be quite clear. You create a new scene and pass it to the replaceScene: method, and now, this new scene is running and the old one is terminated and deallocated.

In this part of the chapter, we are going to use another method of the CCDirector class called pushScene. This method can be used to display the scene without deallocating the currently running scene. In addition, we are going to use the CCTransition class for a smooth transition between scenes, and of course, we are going to add more scenes to our game.

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