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Learn Cocos2D game development with iOS 5 / Steffen Itterheim, Andreas Low.
- Format:
- Book
- Author/Creator:
- Itterheim, Steffen.
- Language:
- English
- Subjects (All):
- Mobile games.
- Video games--Design.
- Video games.
- iOS (Electronic resource).
- Physical Description:
- 1 online resource (526 p.)
- Edition:
- 1st ed. 2011.
- Place of Publication:
- [Berkeley, Calif.] : Apress, 2011.
- Language Note:
- English
- System Details:
- text file
- Summary:
- Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store.
- Contents:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Preface; Chapter 1 Introduction; What's New in the Second Edition?; Why Use cocos2d for iOS?; It's Free; It's Open Source; It's Objective, See?; It's 2D; It's Got Physics; It's Less Technical; It's Still Programming; It's Got a Great Community; The Future of the cocos2d-iphone Project; Other cocos2d Game Engines; This Book Is for You; Prerequisites; Programming Experience; Objective-C; What You Will Learn; What Beginning iOS Game Developers Will Learn
- What iOS App Developers Will LearnWhat Cocos2d Developers Will Learn; What's in This Book; Chapter 2, "Getting Started"; Chapter 3, "Essentials"; Chapter 4, "Your First Game; Chapter 5, "Game Building Blocks"; Chapter 6, "Sprites In-Depth"; Chapter 7, "Scrolling with Joy"; Chapter 8, "Shoot 'em Up"; Chapter 9, "Particle Effects"; Chapter 10, "Working with Tilemaps"; Chapter 11, "Isometric Tilemaps"; Chapter 12, "Physics Engines"; Chapter 13, "Pinball Game"; Chapter 14, "Game Center; Chapter 15, "Cocos2d with UIKit Views"; Chapter 16, "Kobold2D Introduction"; Chapter 17, "Conclusion"
- Where to Get the Book's Source Code?Questions and Feedback; Chapter 2 Getting Started; What You Need to Get Started; System Requirements; Register as an iOS Developer; Certificates and Provisioning Profiles; Download and Install the iOS SDK; Download and Install cocos2d; Install cocos2d Xcode Project Templates; Create a cocos2d Application; The HelloWorld Application; Locating the HelloWorld Files; Resources; Supporting Files; Main.m; Precompiled Prefix Header; HelloWorld Classes; AppDelegate; Device Orientation; Animation Interval; Display FPS; HelloWorldLayer; Memory Management with cocos2d
- Changing the WorldWhat Else You Should Know; The iOS Devices; About Memory Usage; The iOS Simulator; Can't Assess Performance; Can't Assess Memory Usage; Can't Use All iOS Device Features; Runtime Behavior Can Differ; About Logging; Summary; Chapter 3 Essentials; The cocos2d Scene Graph; The CCNode Class Hierarchy; CCNode; Working with Nodes; Working with Actions; Scheduled Messages; Director, Scenes, and Layers; The Director; CCScene; Scenes and Memory; Pushing and Popping Scenes; CCTransitionScene; CCLayer; Receiving Touch Events; Receiving Accelerometer Events; Receiving Keyboard Events
- Receiving Mouse EventsCCSprite; Anchor Points Demystified; Texture Dimensions; CCLabelTTF; Menus; Actions; Interval Actions; Action Sequences; Ease Actions; Grid Actions; A Note on Singletons in cocos2d; Cocos2d Test Cases; Summary; Chapter 4 Your First Game; Step-by-Step Project Setup; Adding the Player Sprite; Accelerometer Input; First Test Run; Player Velocity; Adding Obstacles; Collision Detection; Labels and Bitmap Fonts; Adding the Score Label; Introducing CCLabelBMFont; Creating Bitmap Fonts with Glyph Designer; Simply Playing Audio; Porting to iPad
- One Universal App or Two Separate Apps?
- Notes:
- Includes index.
- ISBN:
- 9786613477149
- 9781283477147
- 1283477149
- 9781430238140
- 1430238143
- OCLC:
- 768826941
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