Learn Cocos2D game development with iOS 5

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 develop...

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Detalles Bibliográficos
Autor principal: Itterheim, Steffen (-)
Otros Autores: Low, Andreas
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Berkeley, Calif.] : Apress 2011.
Edición:1st ed. 2011.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628260106719
Tabla de Contenidos:
  • 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?