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E-raamat: Learn cocos2d 2: Game Development for iOS

  • Formaat: PDF+DRM
  • Ilmumisaeg: 10-Oct-2012
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430244172
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 10-Oct-2012
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430244172

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Create compelling 2D games with Learn cocos2d 2: Game Development with iOS. This book shows you how to use the powerful new cocos2d, version 2 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 pre-configured libraries, including cocos3d and Lua.



Best of all, this book 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 new cocos2d 2 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 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the authors improved cocos2d game engine (Kobold2D), and even helps you enhance your games marketability on the App Store.
About the Authors xix
About the Technical Reviewers xxi
Acknowledgments xxiii
Preface xxv
Chapter 1 Introduction
1(14)
What's New in the Third Edition?
2(1)
All About ARC
2(1)
Why Use cocos2d for iOS?
3(3)
It's Free
3(1)
It's Open Source
4(1)
It's Objective, See?
4(1)
It's 2D
4(1)
It's Got Physics
5(1)
It's Less Technical
5(1)
It's Still Programming
5(1)
It's Got a Great Community
5(1)
Why Use Kobold2D over cocos2d-iphone?
6(1)
Other cocos2d Game Engines
7(1)
This Book Is for You
8(1)
Prerequisites
8(1)
Programming Experience
8(1)
Objective-C
8(1)
What You Will Learn
9(2)
What Beginning iOS Game Developers Will Learn
10(1)
What iOS App Developers Will Learn
10(1)
What Cocos2d Developers Will Learn
10(1)
What's in This Book
11(2)
Chapter 2 "Getting Started"
11(1)
Chapter 3 "Essentials"
11(1)
Chapter 4 "Your First Game"
11(1)
Chapter 5 "Game Building Blocks"
11(1)
Chapter 6 "Sprites In-Depth"
11(1)
Chapter 7 "Scrolling with Joy"
12(1)
Chapter 8 "Shoot 'em Up"
12(1)
Chapter 9 "Particle Effects"
12(1)
Chapter 10 "Working with Tilemaps"
12(1)
Chapter 11 "Isometric Tilemaps"
12(1)
Chapter 12 "Physics Engines"
12(1)
Chapter 13 "Pinball Game"
12(1)
Chapter 14 "Game Center"
12(1)
Chapter 15 "Cocos2d and UIKit Views"
13(1)
Chapter 16 "Kobold2D Introduction"
13(1)
Chapter 17 "Conclusion"
13(1)
Where to Get the Book's Source Code
13(1)
Questions and Feedback
13(2)
Chapter 2 Getting Started
15(36)
What You Need to Get Started
15(19)
System Requirements
15(1)
Register as an iOS Developer
16(1)
Certificates and Provisioning Profiles
17(1)
Download and Install Xcode and the iOS SDK
17(1)
Download cocos2d or Kobold2D
18(1)
Install Kobold2D
18(1)
Create a Kobold2D Project
19(3)
Install cocos2d and its Xcode Project Templates
22(1)
How to Create a cocos2d Project
23(2)
How to Enable ARC in a cocos2d Project
25(9)
The Anatomy of cocos2d and Kobold2D Applications
34(7)
The Supporting Files Group
36(5)
Memory Management with ARC
41(1)
Changing the World
42(2)
What Else You Should Know
44(5)
The iOS Devices
44(2)
About Memory Usage
46(1)
The iOS Simulator
46(2)
About Performance and Logging
48(1)
Summary
49(2)
Chapter 3 Essentials
51(50)
The cocos2d Scene Graph
51(4)
The CCNode Class Hierarchy
55(1)
CCNode
56(5)
Working with Nodes
56(1)
Working with Actions
57(1)
Scheduled Messages
57(4)
Director, Scenes, and Layers
61(12)
The Director
61(1)
CCScene
62(1)
Scenes and Memory
63(1)
Pushing and Popping Scenes
64(1)
CCTransitionScene
65(3)
CCLayer
68(5)
CCSprite
73(2)
Anchor Points Demystified
74(1)
CCLabelTTF
75(1)
Menus
76(5)
Menu Items with Blocks
78(3)
Actions
81(12)
Interval Actions
82(7)
Instant Actions
89(4)
Orientation, Singletons, Tests, and API References
93(6)
Orientation Course in Device Orientation
93(2)
Singletons in cocos2d
95(3)
Cocos2d Test Cases
98(1)
Cocos2d API Reference
98(1)
API References in Xcode and elsewhere
99(1)
Summary
99(2)
Chapter 4 Your First Game
101(32)
Create the DoodleDrop Project
102(1)
Start with an ARC-enabled cocos2d Project
102(2)
Create the DoodleDrop Scene
104(4)
Adding the Player Sprite
108(4)
Simple Accelerometer Input
112(1)
First Test Run
113(1)
Player Velocity
113(3)
Adding Obstacles
116(6)
Collision Detection
122(1)
Labels and Bitmap Fonts
123(5)
Adding the Score Label
124(1)
Introducing CCLabelBMFont
125(1)
Creating Bitmap Fonts with Glyph Designer
126(2)
Simply Playing Audio
128(1)
iPad Considerations
129(3)
Supporting the Retina iPad
129(1)
One Universal App or Two Separate Apps?
130(1)
Restricting Device Support
131(1)
Summary
132(1)
Chapter 5 Game Building Blocks
133(26)
Working with Multiple Scenes
133(6)
Adding More Scenes
133(3)
Loading Next Paragraph, Please Stand By
136(3)
Working with Multiple Layers
139(8)
How to Best Implement Levels
145(1)
CCLayerColor and CCLayerGradient
146(1)
Subclassing Game Objects from CCSprite
147(1)
Composing Game Objects Using CCSprite
148(4)
Curiously Cool CCNode Classes
152(6)
CCProgressTimer
153(1)
CCParallaxNode
154(2)
CCMotionStreak
156(2)
Summary
158(1)
Chapter 6 Sprites In-Depth
159(28)
Retina Display
160(3)
CCSpriteBatchNode
163(7)
When to Use CCSpriteBatchNode
164(1)
The Sprites01 Demo Project
164(6)
Sprite Animations the Hard Way
170(2)
Animation Helper Category
172(2)
Working with Texture Atlases
174(11)
What Is a Texture Atlas?
175(1)
Introducing TexturePacker
175(1)
Preparing the Project for TexturePacker
176(1)
Creating a Texture Atlas with TexturePacker
177(4)
Using the Texture Atlas with cocos2d
181(2)
Updating the CCAnimation Helper Category
183(1)
All into One and One for All
184(1)
Summary
185(2)
Chapter 7 Scrolling with Joy
187(26)
Advanced Parallax Scrolling
187(14)
Creating the Background as Stripes
187(3)
Re-creating the Background in Code
190(2)
Moving the ParallaxBackground
192(2)
Parallax Speed Factors
194(2)
Scrolling to Infinity and Beyond
196(3)
Fixing the Flicker
199(1)
Repeat, Repeat, Repeat
200(1)
A Virtual Joypad
201(11)
Introducing SneakyInput
202(2)
Touch Button to Shoot
204(2)
Skinning the Button
206(3)
Controlling the Action
209(3)
Digital Controls
212(1)
Summary
212(1)
Chapter 8 Shoot 'em Up
213(26)
Adding the BulletCache Class
213(6)
Let's Make Some Enemies
219(10)
The Enemy Class
221(5)
The EnemyCache Class
226(3)
The Component Classes
229(3)
Shooting Things
232(3)
A Healthbar for the Boss
235(3)
Summary
238(1)
Chapter 9 Particle Effects
239(26)
Example Particle Effects
239(4)
Creating a Particle Effect the Hard Way
243(12)
Subclassing CCParticleSystem
244(2)
CCParticleSystem Properties
246(9)
Particle Designer
255(6)
Introducing Particle Designer
256(2)
Using Particle Designer Effects
258(1)
Sharing Particle Effects
259(2)
Shoot 'em Up with Particle Effects
261(3)
Summary
264(1)
Chapter 10 Working with Tilemaps
265(26)
What Is a Tilemap?
265(4)
Preparing Images with TexturePacker
269(1)
Tiled (Qt) Map Editor
270(7)
Creating a New Tilemap
270(3)
Designing a Tilemap
273(4)
Using Orthogonal Tilemaps with Cocos2d
277(13)
Locating Touched Tiles
281(3)
Working with the Object Layer
284(2)
Drawing the Object Layer Rectangles
286(2)
Scrolling the Tilemap
288(2)
Summary
290(1)
Chapter 11 Isometric Tilemaps
291(30)
Designing Isometric Tile Graphics
292(3)
Isometric Tilemap Editing with Tiled
295(5)
Creating a New Isometric Tilemap
295(2)
Creating a New Isometric Tileset
297(1)
Laying Down Some Ground Rules
298(2)
Isometric Game Programming
300(19)
Loading the Isometric Tilemap in Cocos2d
300(1)
Set up Cocos2d for Isometric Tilemaps
300(2)
Locating an Isometric Tile
302(3)
Scrolling the Isometric Tilemap
305(1)
This World Deserves a Better End
306(4)
Adding a Movable Player Character
310(9)
Adding More Content to the Game
319(1)
Summary
319(2)
Chapter 12 Physics Engines
321(26)
Basic Concepts of Physics Engines
321(1)
Limitations of Physics Engines
322(1)
The Showdown: Box2D vs. Chipmunk
322(1)
Box2D
323(14)
The World According to Box2D
325(3)
Restricting Movement to the Screen
328(2)
Converting Points
330(1)
Adding Boxes to the Box2D World
330(2)
Updating the Box2D World
332(1)
Collision Detection
333(2)
Joint Venture
335(2)
Chipmunk
337(8)
Chipmunks in Space
337(2)
Boxing-in the Boxes
339(1)
Adding Ticky-Tacky Little Boxes
340(1)
Updating the Chipmunk Space
341(1)
A Chipmunk Collision Course
342(1)
Joints for Chipmunks
343(2)
Summary
345(2)
Chapter 13 Pinball Game
347(44)
Shapes: Convex and Counterclockwise
348(1)
Working with PhysicsEditor
349(9)
Defining the Plunger Shape
351(2)
Defining the Table Shapes
353(3)
Defining the Flippers
356(2)
Defining the Bumper and Ball
358(1)
Save and Publish
358(1)
Programming the Pinball Game
358(32)
Forcing Portrait Orientation
359(1)
The BodySprite Class
359(4)
Creating the Pinball Table
363(5)
Box2D Debug Drawing
368(1)
Adding the Ball
369(3)
Forcing the Ball to Move
372(4)
Adding the Bumpers
376(1)
The Plunger
377(9)
The Flippers
386(4)
Summary
390(1)
Chapter 14 Game Center
391(38)
Enabling Game Center
391(6)
Creating Your App in Runes Connect
392(1)
Setting Up Leaderboards and Achievements
393(1)
AppController and NavigationController
393(1)
Configuring the Xcode Project
394(3)
Game Center Setup Summary
397(1)
Game Kit Programming
397(30)
The GameKitHelper Delegate
398(1)
Checking for Game Center Availability
399(1)
Authenticating the Local Player
400(3)
Block Objects
403(2)
Receiving the Local Player's Friend List
405(3)
Leaderboards
408(5)
Achievements
413(5)
Matchmaking
418(5)
Sending and Receiving Data
423(4)
Summary
427(2)
Chapter 15 Cocos2d and UIKit Views
429(30)
What Is Cocoa Touch?
429(1)
Using Cocoa Touch and cocos2d Together
430(3)
Why Mix Cocoa Touch with cocos2d?
430(1)
Limitations of Mixing Cocoa Touch with cocos2d
431(1)
How Is Cocoa Touch Different from cocos2d?
431(2)
Alert: Your First UIKit View in cocos2d
433(2)
Embedding UIKit Views in a cocos2d App
435(13)
Adding Views in Front of the cocos2d View
435(3)
Skinning the UITextField with a UIImage
438(1)
Adding Views Behind the cocos2d View
439(6)
Adding Views Designed with Interface Builder
445(3)
Embedding the cocos2d View in Cocoa Touch Apps
448(9)
Creating a View-Based Application Project with cocos2d
448(2)
Designing the User Interface of the Hybrid App
450(2)
Start Your cocos2d Engine
452(3)
Changing Scenes
455(2)
Summary
457(2)
Chapter 16 Kobold2D Introduction
459(20)
Benefits of Using Kobold2D
459(3)
Kobold2D Is Ready to Use
460(1)
Kobold2D Is Free
460(1)
Kobold2D Is Easy to Upgrade
460(1)
Kobold2D Includes Popular Libraries
461(1)
Kobold2D Takes Dual-Platform to Heart
462(1)
The Kobold2D Workspace
462(2)
The Hello Kobold2D Template Project
464(10)
The Hello World Project Files
464(2)
How Kobold2D Launches an App
466(3)
The Hello Kobold2D Scene and Layer
469(4)
Running Hello World with iSimulate
473(1)
DoodleDrop for Mac with KKInput
474(3)
Summary
477(2)
Chapter 17 Out of the Ordinary
479(26)
Additional Resources for Learning and Working
480(12)
Where to Find Help
480(2)
Source Code Projects to Benefit From
482(5)
Cocos2D Podcast
487(1)
Tools, Tools, Tools
488(1)
Cocos2d Reference Apps
489(3)
The Business of Making Games
492(10)
Working with Publishers
492(1)
Finding Freelancers
493(1)
Finding Free Art and Audio
494(1)
Finding the Tools of the Trade
494(1)
Marketing
495(3)
Engaging Players for More Revenue
498(4)
Summary
502(3)
Index 505
Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.