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Cocos2d Game Development Blueprints

You're reading from   Cocos2d Game Development Blueprints Design, develop, and create your own successful iOS games using the Cocos2d game engine

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781783987887
Length 440 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Jorge Jordán Jorge Jordán
Author Profile Icon Jorge Jordán
Jorge Jordán
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Toc

Table of Contents (15) Chapters Close

Cocos2d Game Development Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Sprites, Sounds, and Collisions FREE CHAPTER 2. Explosions and UFOs 3. Your First Online Game 4. Beat All Your Enemies Up 5. Scenes at the Highest Level 6. Physics Behavior 7. Jump and Run 8. Defend the Tower Index

Summary


In this chapter, you've learned how to link the CoreMotion framework to handle accelerometer input and how to convert them into movement. As the game developed is a shoot 'em up, you had to configure the project to be oriented in a portrait mode and you learned how to calibrate the accelerometer data to position the device in a comfortable way.

To simulate depth and speed, you implemented the parallax effect using several concatenated backgrounds and two cloud layers scrolled at different velocities.

Then you discovered how to make your games look like films by adding particle systems and how to customize them to achieve the desired effect. I then introduced you to a useful tool to create these particle systems: Particle Designer.

You learned to create a class derived from CCSprite to configure the behavior of the enemies' spaceships, implementing two different init methods. Also, I showed you the common mistake made when removing objects from NSMutableArray and how to deal with it...

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