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Creating games with cocos2d for iPhone 2 : master cocos2d through building nine complete games for the iPhone / Paul Nygard.

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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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