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Learning Cocos2D : a hands-on guide to building iOS games with Cocos2D, Box2D, and Chipmunk

Author: Rod Strougo; Ray Wenderlich
Publisher: Upper Saddle River, NJ : Addison-Wesley, ©2011.
Edition/Format:   eBook : Document : EnglishView all editions and formats

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Genre/Form: Electronic books
Additional Physical Format: Print version:
Strougo, Rod, 1976-
Learning Cocos2D.
Upper Saddle River, NJ : Addison-Wesley, ©2011
(DLC) 2011014419
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Rod Strougo; Ray Wenderlich
ISBN: 0321735625 9780321735621
OCLC Number: 733750235
Description: 1 online resource (xxi, 489 pages) : illustrations
Contents: Preface xxi Acknowledgments xxxiiiAbout the Authors xxxvii Part I: Getting Started with Cocos2D 1 Chapter 1: Hello, Cocos2D 3Downloading and Installing Cocos2D 4Creating Your First Cocos2D HelloWorld 6For the More Curious: Understanding the Cocos2D HelloWorld 11Getting CCHelloWorld on Your iPhone or iPad 20Summary 22Challenges 22 Chapter 2: Hello, Space Viking 23Creating the SpaceViking Project 23Creating the Space Viking Classes 24Creating the Background Layer 26The Gameplay Layer: Adding Ole the Viking to the Game 29The GameScene Class: Connecting the Layers in a Scene 31Commanding the Cocos2D Director 34Adding Movement 35Texture Atlases 44For the More Curious: Testing Out CCSpriteBatchNode 52Fixing Slow Performance on iPhone 3G and Older Devices 53Summary 54Challenges 54 Chapter 3: Introduction to Cocos2D Animations and Actions 57Animations in Cocos2D 57Space Viking Design Basics 62Actions and Animation Basics in Cocos2D 66Using Property List Files to Store Animation Data 67Organization, Constants, and Common Protocols 69The GameObject and GameCharacter Classes 74Summary 82Challenges 82 Chapter 4: Simple Collision Detection and the First Enemy 83Creating the Radar Dish and Viking Classes 83Creating the Viking Class 90Final Steps 105Summary 112Challenges 113 Part II: More Enemies and More Fun 115 Chapter 5: More Actions, Effects, and Cocos2D Scheduler 117Power-Ups 118Enemy Robot 125Adding the PhaserBullet 137GameplayLayer and Viking Updates 141For the More Curious: Effects in Cocos2D 145Summary 149Exercises and Challenges 149 Chapter 6: Text, Fonts, and the Written Word 151CCLabelTTF 151Understanding Anchor Points and Alignment 153CCLabelBMFont 155Using Glyph Designer 156Using the Hiero Font Builder Tool 156For the More Curious: Live Debugging 160Summary 165Challenges 165 Part III: From Level to Game 167 Chapter 7: Main Menu, Level Completed, and Credits Scenes 169Scenes in Cocos2D 169Introducing the GameManager 170Menus in Cocos2D 179Scene Organization and Images 180Creating the Main Menu 182Additional Menus and GameplayLayer 190For the More Curious: The IntroLayer and LevelComplete Classes 193Summary 195Challenges 195 Chapter 8: Pump Up the Volume! 197Introducing CocosDenshion 197Importing and Setting Up the Audio Filenames 198Synchronous versus Asynchronous Loading of Audio 201Adding the soundEngine to GameObjects 215Adding Sounds to EnemyRobot 219Adding Sound Effects to Ole the Viking 222Adding Music to the Menu Screen 228For the More Curious: If You Need More Audio Control 229Summary 230Challenges 230 Chapter 9: When the World Gets Bigger: Adding Scrolling 231Adding the Logic for a Larger World 232Creating a Larger World 235Scrolling with Parallax Layers 250Scrolling to Infinity 252Tile Maps 265Summary 276Challenges 276 Part IV: Physics Engines 277 Chapter 10: Basic Game Physics: Adding Realism with Box2D 279Getting Started 279Hello, Box2D! 289Basic Box2D Interaction and Decoration 302Making a Box2D Puzzle Game 320Summary 332Challenges 332 Chapter 11: Intermediate Game Physics: Modeling, Racing, and Leaping 333Getting Started 334Creating a Cart with Box2D 346Making the Cart Move and Jump 356Summary 374Challenges 374 Chapter 12: Advanced Game Physics: Even Better than the Real Thing 375Joints and Ragdolls: Bringing Ole Back into Action 376Adding Obstacles and Bridges 386The Boss Fight! 396Summary 417Challenges 417 Chapter 13: The Chipmunk Physics Engine (No Alvin Required) 419What Is Chipmunk? 420Getting Started with Chipmunk 421Adding Sprites and Making Them Move 438Chipmunk and Constraints 455The Great Escape! 467Summary 477Challenges 477 Part V: Particle Systems, Game Center, and Performance 479 Chapter 14: Particle Systems: Creating Fire, Snow, Ice, and More 481Built-In Particle Systems 482Getting Started with Particle Designer 485Creating and Adding a Particle System to Space Viking 489Summary 494Challenges 494 Chapter 15: Achievements and Leaderboards with Game Center 495What Is Game Center? 495Enabling Game Center for Your App 497Game Center Authentication 506Setting Up Achievements 515Implementing Achievements 518Setting Up and Implementing Leaderboards 536Summary 543Challenges 543 Chapter 16: Performance Optimizations 545CCSprite versus CCSpriteBatchNode 545Reusing CCSprites 552Profiling within Cocos2D 554Using Instruments to Find Performance Bottlenecks 557Summary 563Challenges 563 Chapter 17: Conclusion 565Where to Go from Here 567Android and Beyond 567Final Thoughts 568 Appendix: Principal Classes of Cocos2D 569 Index 571
Responsibility: Rod Strougo, Ray Wenderlich.


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"If you're looking to create an iPhone or iPad game, Learning Cocos2D should be the first book on your shopping list. Rod and Ray do a phenomenal job of taking you through the entire process from Read more...

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