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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

Animating using actions


Although frame-based animation looks really cool, sometimes you don't want to use it. Maybe you want to save some memory or you just don't have a designer friend and if you are as bad at drawing as I am, then maybe it is better not to try to draw the animation by yourself.

Besides that, in some cases, using frame-based animation is complete overkill. Remember our bird flying around from one side of the screen to another? We could create an animation with each frame equal to the width of the screen and move the bird, just like we did with exploding coconut pieces.

Fortunately, instead of doing this, we can just change the bird's position property or use the CCActionMoveTo action. We will achieve the same effect with less effort and without wasting any disk or memory space.

Tip

In game development, it is always a good idea to think about the best way to achieve the desired goal with minimum efforts. Being a good game developer is sometimes similar to being a good illusionist...

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