Game Development Reference
In-Depth Information
methods is carefully explained. The level selection pages are divided into multiple worlds,
with each level unlocked by completing the previous level.
Chapter 9 —Physics Joints
This entire chapter is dedicated to creating physics objects out of joints, specifically
chains, ropes, and springs. How joints work and what you can and probably shouldn't do
with them is explained in detail.
Chapter 10 —Soft-Body Physics
The player prefab is replaced by a soft-body player. A soft-body object is a deformable
physics object held together by joints, with its collision shape divided into multiple smal-
ler bodies. This chapter also introduces custom rendering with Cocos2D because the play-
er's texture needs to be drawn to match its deformed shape at any time.
Chapter 11 —Audio and Labels
You'll learn how to play short sound effects with the Timeline and how to play them pro-
grammatically with ObjectAL, and you'll learn how to play background music. The other
half of the chapter deals with Label TTF properties like shadows and outline, but it also
explains how to create, import, and use bitmap fonts in SpriteBuilder.
Chapter 12 —Visual Effects and Animations
You'll be creating a sprite frame animation for the first time, and you'll make it work with
the player's custom rendering class. An introduction to Particle Effect nodes is mandatory
in a chapter on visual effects. This culminates in the use of the Effect nodes, which are es-
sentially shader programs that you can add and design in SpriteBuilder. At the end of this
chapter, you'll hardly recognize the main menu scene.
Chapter 13 —Porting to Android
At first, you'll see what is necessary to develop for Android. Then you'll create a new
project with which you'll test deployment to an Android device. Finally, you'll convert
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