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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 – adding the hunter

It is time to add the hunter back to the game. However, this time the birds will have fun. So, instead of shooting the birds, the hunter will be running around and dodging the stones that they throw at him.

There will be quite a lot of code to add, so here is a brief explanation of what we want to do. We want to create a new class for our hunter, as we cannot reuse the old Hunter class. Our new hunter class, PhysicsHunter, will have two animations: idle and running. We will control the hunter by touching the screen. When we touch the screen on the left-hand side, the hunter will run to the left, and when we touch the right-hand side of the screen, the hunter will run to the right. When we don't touch the screen, the idle animation should be played. Let's start:

  1. Create a new Objective-C class in the GameObjects group. Name the class PhysicsHunter and make it a subclass of CCSprite.
  2. Open the PhysicsHunter.h file and replace its contents with...
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