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Cocos2d for iPhone 0.99 Beginner's Guide.

Author: Pablo Ruiz
Publisher: Birmingham : Packt Pub., 2010.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Make mind-blowing 2D games for iPhone with this fast, flexible, and easy-to-use framework!
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Ruiz, Pablo.
Cocos2d for iPhone 0.99 Beginner's Guide.
Birmingham : Packt Publishing, ©2010
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Pablo Ruiz
ISBN: 9781849513173 1849513171
OCLC Number: 797915907
Notes: Changing a sprite's texture at runtime.
Description: 1 online resource (606 pages)
Contents: Cocos2d for iPhone 0.99 Beginner's Guide; Cocos2d for iPhone 0.99 Beginner's Guide; Credits; About the Author; About the Reviewers; Preface; What this book covers; What you need for this book; Who is this book for?; What games will you be making in this book?; Coloured Stones; AerialGun; Totem balance; Cocos2d open source and commercial projects; ABC123; DeBlock; Gorillas; Grabbed; Pusher; Thrown; Tweejump; Sapus Tongue; Conventions; Reader feedback; Customer support; Errata; Piracy; Questions; 1. Getting Started with Cocos2d; Downloading Cocos2d for iPhone. Time for action --
opening the samples projectWhat just happened?; Have a go hero --
trying out the rest of the samples; Installing the templates; Time for action --
installing the templates; What just happened?; Creating a new project from the templates; Time for action --
creating a HelloCocos2d project; What just happened?; Managing the game with the CCDirector; Types of CCDirectors; Time for action --
taking a first look at the HelloCocos2dAppDelegate; What just happened?; Scene management; Doing everything with CCNodes; Time for action --
peeking at the HelloWorldScene class. What just happenedCCNodes properties; Handling CCNodes; Have a go hero --
doing more with the HelloWorldScene Class; Checking your timing; Time for action --
using timers to make units shoot each second; What just happened?; Delaying a method call; Time for action --
destroying your units; What just happened?; Debugging cocos2d applications; Time for action --
checking Cocos2d debug messages; What just happened?; Time for action --
checking deallocing messages; What just happened?; Time for action --
knowing your errors; What just happened?; Time for action --
removing debug messages. What just happened?Summary; 2. Playing with Sprites; Making a puzzle game; Beginning a new project; Time for action --
creating a new project; What just happened?; Displaying images with CCSprites; Time for action --
adding a background image to the game; What just happened?; Creating CCSprites; Pixel formats; More ways of creating CCSprites; Time for action --
creating the Stone class; What just happened?; Creating the game board; Time for action --
placing stones in the grid; What just happened?; Have a go hero --
finding another way to place the stones; Interacting with sprites. Time for action --
registering the stones for receiving touchesWhat just happened?; Time for action --
handling touches for swapping stones; What just happened?; Have a go hero --
canceling the swap; Time for action --
swapping the stones around; What just happened?; Have a go hero --
doing more with the CCTouchDispatcher; Time for action --
checking for matches; What just happened?; Making them fall!; Time for action --
refilling the grid; What just happened?; Analyzing the logic; Playing with CCSprite's properties; Time for action --
making a time bar; What just happened?

Abstract:

Make mind-blowing 2D games for iPhone with this fast, flexible, and easy-to-use framework!

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