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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 – using the scroll view to select levels


It is nice to have good transitions from the menu, but currently, we can't even start the game since we display almost an empty scene for level selection. The reason for this whole scene is that in some games, you have multiple levels. I'm sure you can remember some popular game where you scroll between levels or game types.

Sometimes, the game can have so many levels that they don't fit on one screen. Of course, we could create different scenes and plan transitions just as we did on the menu scene, but in most cases, we just need a scroll view. This is exactly what we're going to do now; we're going to add a scroll view. Refer to the following steps:

  1. Open the LevelSelectScene.m file, and import the GameScene.h header since we're going to navigate to this scene for one of our levels:

    #import "GameScene.h"
  2. Right after the #import directives, add two #define statements. These will be our level names to distinguish them in the scroll view...

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