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Creating games with cocos2d for iPhone 2 : master cocos2d through building nine complete games for the iPhone / Paul Nygard.
- Format:
- Book
- Author/Creator:
- Nygard, Paul.
- Series:
- Community experience distilled
- Language:
- English
- Subjects (All):
- Video games.
- Physical Description:
- 1 online resource (388 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham, UK : Packt Pub., 2012.
- Language Note:
- English
- Biography/History:
- Nygard Paul: Paul Nygard has been a computer and technology enthusiast since he was introduced to his first computer at the age of six. He has spent most of his professional life building reporting and analytical systems for a large company. After teaching himself Objective-C in 2010, he has focused most of his attention on iOS programming. Paul created a personal development label, Troll Cave Games (http: //www. trollcavegames. com), to release his mobile gaming efforts. Paul also works as a consultant and developer-for-hire for visionaries in need of a coder. In his leisure time, Paul is passionate about games, books, and music.
- Summary:
- There are nine complete games with increasing complexity built in this book. The process of game building is well-illustrated with screenshots and explained code. This book is aimed at readers with an understanding of Objective-C and some familiarity with the cocos2d for iPhone 2.0 framework.
- Contents:
- Intro
- Creating Games with cocos2d for iPhone 2
- Table of Contents
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers, and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Thanks for the Memory Game
- The project is...
- Let's build a menu
- Where is the scene?
- Building the playfield
- We need sprites
- Building a sprite sheet
- On to the playfield
- Creating the playfield header
- Creating the playfield layer
- The flow of the game
- A stack of tiles
- The memory tile class
- Loading tiles
- Drawing tiles
- Adding interactivity
- Checking for matches
- Scoring and excitement
- Animating the score
- Adding lives and game over
- Bringing it all together
- It's quiet...too quiet
- Summary
- 2. Match 3 and Recursive Methods
- The project is…
- Basic gem interaction
- The MAGem header
- The MAGem class
- Generating gems
- Collecting touches
- Moving gems
- Checking moves
- Removing gems
- The update method
- Predictive logic
- Artificial randomness
- 3. Thumping Moles for Fun
- Design approach
- Designing the spawn
- Portrait mode
- Custom TTF fonts
- Defining a molehill
- Building the mole
- Making a molehill
- Drawing the ground
- Mole spawning
- Special moles
- Moving moles
- The animation cache
- Combining actions and animation
- Simultaneous actions
- Deleting moles
- Touching moles
- Tying it together
- Scoring the mole.
- Summary
- 4. Give a Snake a Snack…
- Building a better snake
- Anatomy of a snake segment
- Dissecting the snake
- Building the head
- Building the body segments
- Moving the snake
- Turning the snake
- Death of a snake
- Building the environment
- Outer walls
- Inner walls
- Building snake food
- Collisions and eating
- Levels and difficulties
- The main loop
- Level-up checking
- Dead mice
- But…how do we control the snake?
- 5. Brick Breaking Balls with Box2D
- Box2D - a primer
- Box2D - what is it?
- Basic parts of Box2D
- On to the game!
- World building
- On the edge
- Having a ball
- Setting everything in motion
- Collision handling
- Losing your ball
- Destruction
- Paddling around
- Paddle fixture
- Touching the paddle
- Storing player data
- Displaying player data
- Building bricks
- Loading a plist
- Picking a pattern
- Breaking bricks, for real
- Power-ups, good and bad
- Picking up power-ups
- Paddle deformation
- Restoring the paddle
- Multiball
- Losing lives with multiball
- 6. Cycles of Light
- The game is…
- Design review
- Let's build a bike
- CLBike header
- CLBike implementation
- Bike rotation
- Turning the bike
- Building walls
- Boundary walls
- Bike walls
- Bike integration
- Bike movement
- Control buttons
- Touching buttons
- Flashing with blocks
- Finishing the buttons
- Building the background grid
- Drawing the grid
- The second grid
- Moving grids
- The glScissor
- The playfield
- Generating the bikes
- Making it move
- Crashing bikes
- Bluetooth multiplayer
- Peer Picker
- Session callbacks
- Sending messages
- Receiving data
- Upgrading our bikes
- Why send moves?
- 7. Playing Pool, Old School
- Overall design.
- Building the table
- The Box2D world
- Building the rails
- Building pockets
- Creating the cue stick
- Loading the rules
- Rules.plist
- Rack 'em up
- Building the rack
- Player HUD
- Displaying messages
- Building the control base
- One-touch control
- Two-touch control
- The rules engine
- Putting balls back
- Checking the table
- The playfield init method
- 8. Shoot, Scroll, Shoot Again
- Tiled - a primer
- Logic layers
- Spawn layer
- Understanding TMX format
- Creating an HD map
- Implementing the tilemap
- Adding our hero
- Focus on the hero
- Controlling the hero with SneakyJoystick
- Tilt controls
- Interpreting the controls
- Building the HUD
- Scene construction
- Tile helper methods
- Tile self-identification
- Smarter hero walking
- Time for bullets
- TDBullet class
- Building the enemy
- Adding the enemies
- Everybody gets hit
- Game over, man
- Smarter enemies
- Code not covered here
- 9. Running and Running and Running...
- The game is...
- Building the ground
- ERTile class
- Adding gap tiles
- Scrolling the tiles
- Parallax background
- Our hero
- Animation loading
- Updating the hero
- Touch controls
- Shooting bullets
- Enemies everywhere
- Getting shot with particles
- Death of hero
- Index.
- Notes:
- Includes index.
- ISBN:
- 9781283937948
- 1283937948
- 9781849519014
- 1849519013
- OCLC:
- 823719019
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