Download e-book for iPad: Learn cocos2d 2: Game Development for iOS by Steffen Itterheim
By Steffen Itterheim
ISBN-10: 143024416X
ISBN-13: 9781430244165
Create compelling second video games with study cocos2d 2: online game improvement with iOS. This ebook exhibits you the way to exploit the strong new cocos2d, model 2 online game engine to advance video games for iPhone and iPad with tilemaps, digital joypads, video game middle, and extra. better of all, this publication may have you making video games correct from the very commence. It publications you step by step during the production of pattern video games. those enjoyable examples are modeled after well known App shop video games and educate you key innovations of the hot cocos2d 2 video game engine and correct instruments like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle clothier (particle effects), Glyph clothier (bitmap fonts), and others.
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Extra info for Learn cocos2d 2: Game Development for iOS
Example text
In this case, cocos2d takes control over the object’s memory until you remove it from the scene or switch scenes. In between creating and adding the label, the label is assigned a position at the center of the screen. Note that whether you assign the position before or after the call to addChild doesn’t matter. Memory Management with ARC If you’ve never done any Objective-C programming before, good for you! You’ll come to take for granted memory management that works as you would expect. As long as you keep a reference to an object, it will be kept alive.
Until you need to solve a particular problem by using prioritized updates, you can safely ignore them. Also, keep in mind that each prioritized update method call adds a little overhead because the methods need to be called in a specific order. A quite common implementation for prioritized updates is to have a central object driving the game update of other objects by forwarding the update methods to the objects in the desired order. That way you can also see clearly in the code which object gets called when: -(void) update:(ccTime)delta { [inputHandler update:delta]; [player update:delta]; [enemies update:delta]; [physics update:delta]; [networkData update:delta]; [userInterface update:delta]; } A positive benefit of this approach is that it makes selectively pausing certain objects easier.
Info CHAPTER 3: Essentials 61 before or after the physics simulation itself is updated or ensuring that the game-over condition is checked only after all game objects have run their update methods. And sometimes, usually late in the project, you may discover an odd bug that turns out to be a timing issue, and it forces you to run the player’s update method after all other objects have updated themselves. Until you need to solve a particular problem by using prioritized updates, you can safely ignore them.
Learn cocos2d 2: Game Development for iOS by Steffen Itterheim
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