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E-raamat: Learn iPhone and iPad cocos2d Game Development: The Leading Framework for Building 2D Graphical and Interactive Applications

  • Formaat: PDF+DRM
  • Ilmumisaeg: 30-Jul-2011
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430233046
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 30-Jul-2011
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430233046

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Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others.





The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading.









It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary.
Contents at a Glance iv
About the Author xii
About the Technical Reviewer xiii
Acknowledgments xiv
Preface xv
Chapter 1 Introduction
1(12)
Why Use cocos2d for iPhone?
2(3)
It's Free
2(1)
It's Open Source
2(1)
It's Objective, See?
2(1)
It's 2D
3(1)
It's Got Physics
3(1)
It's Less Technical
3(1)
It's Still Programming
4(1)
It's Got a Great Community
4(1)
Important cocos2d Tidbits
5(1)
Section 3.3.1
5(1)
Porting to Other Platforms
6(1)
This Book Is for You
6(1)
Prerequisites
6(1)
Programming Experience
6(1)
Objective-C
6(1)
What You Will Learn
7(2)
What Beginning iOS Game Developers Will Learn
7(1)
What iPhone App Developers Will Learn
8(1)
What Cocos2d Developers Will Learn
8(1)
What's in This Book
9(2)
Chapter 2 Getting Started
9(1)
Chapter 3 Essentials
9(1)
Chapter 4 Your First Game
9(1)
Chapter 5 Game Building Blocks
9(1)
Chapter 6 Sprites In-Depth
9(1)
Chapter 7 Scrolling with Joy
9(1)
Chapter 8 Shoot 'em Up
10(1)
Chapter 9 Particle Effects
10(1)
Chapter 10 Working with Tilemaps
10(1)
Chapter 11 Isometric Tilemaps
10(1)
Chapter 12 Physics Engines
10(1)
Chapter 13 Pinball Game
10(1)
Chapter 14 Game Center
10(1)
Chapter 15 Conclusion
10(1)
Questions & Feedback
11(2)
Chapter 2 Getting Started
13(26)
What You Need to Get Started
13(6)
System Requirements
13(1)
Register as iOS Developer
14(1)
Certificates & Provisioning Profiles
14(1)
Download & Install the iPhone SDK
14(1)
Download & Install cosos2d
15(4)
The HelloWorld Application
19(8)
Locating the HelloWorld files
20(1)
Resources
21(1)
Other Sources
21(1)
Classes
22(5)
Memory Management with cocos2d
27(2)
Changing the World
29(2)
What Else You Should Know
31(5)
The iOS Devices
32(1)
About Memory Usage
33(2)
The Simulator
35(1)
About Logging
36(1)
Conclusion
36(3)
Chapter 3 Essentials
39(26)
Singletons in cocos2d
39(2)
The Director
41(1)
The Scene Graph
41(2)
The CCNode Class Hierarchy
43(1)
CCNode
43(5)
Working with Nodes
43(1)
Working with Actions
44(1)
Scheduled Messages
45(3)
Scenes and Layers
48(8)
CCScene
49(1)
Scenes and Memory
49(1)
Pushing and Popping Scenes
50(1)
CCTransitionScene
51(1)
CCLayer
52(4)
CCSprite
56(1)
Anchor Points Demystified
56(1)
Texture Dimensions
57(1)
CCLabel
57(1)
Menus
58(2)
Actions
60(3)
Repeating Actions
61(1)
Ease Actions
61(1)
Action Sequences
62(1)
Instant Actions
62(1)
Cocos2d Test Cases
63(1)
Conclusion
63(2)
Chapter 4 Your First Game
65(28)
Step-By-Step Project Setup
66(5)
Adding the Player Sprite
71(3)
Accelerometer Input
74(1)
First Test Run
75(1)
Player Velocity
75(3)
Adding Obstacles
78(6)
Collision Detection
84(1)
Score Label
85(1)
Introducing CCBitmapFontAtlas and Hiero
86(3)
Adding Audio
89(1)
Porting to iPad
90(1)
Conclusion
91(2)
Chapter 5 Game Building Blocks
93(24)
Working with Multiple Scenes
93(5)
Adding More Scenes
93(2)
Loading Next Paragraph, Please Stand By
95(3)
Working with Multiple Layers
98(7)
How to Best Implement Levels
103(1)
CCColorLayer
104(1)
Subclassing Game Objects from CCSprite
105(1)
Composing Game Objects using CCSprite
106(6)
Curiously Cool CCNode Classes
112(4)
CCProgressTimer
112(1)
CCParallaxNode
113(1)
CCRibbon
114(1)
CCMotionStreak
115(1)
Conclusion
116(1)
Chapter 6 Sprites In-Depth
117(24)
CCSpriteBatchNode
117(7)
When to Use the CCSpriteBatchNode
119(1)
Demo Projects
119(5)
Sprite Animations the Hard Way
124(2)
Animation Helper Category
126(2)
Working with Texture Atlases
128(10)
What Is a Texture Atlas?
128(1)
Introducing Zwoptex
129(1)
Creating a Texture Atlas with Zwoptex Desktop
130(4)
Using the Texture Atlas with Cocos2d
134(2)
Updating the CCAnimation Helper Category
136(1)
All into One and One for All
137(1)
Do It Yourself
138(1)
Conclusion
139(2)
Chapter 7 Scrolling with Joy
141(26)
Advanced Parallax Scrolling
141(12)
Creating the Background As Stripes
141(3)
Re-creating the Background in Code
144(2)
Moving the ParallaxBackground
146(1)
Parallax Speed Factors
147(2)
Scrolling to Infinity and Beyond
149(2)
Fixing the Flicker
151(1)
Repeat, repeat, repeat
152(1)
A Virtual Joypad
153(11)
Introducing SneakyInput
154(1)
Integrating SneakyInput
155(1)
Touch Button to Shoot
156(2)
Skinning the Button
158(2)
Controlling the Action
160(4)
Digital Controls
164(1)
An Alternative: GP Joystick
164(1)
Conclusion
164(3)
Chapter 8 Shoot 'em Up
167(22)
Adding the BulletCache Class
167(4)
What about Enemies?
171(2)
The Entity Class Hierarchy
173(10)
The EnemyEntity Class
174(1)
The EnemyCache Class
174(3)
The Component Classes
177(6)
Shooting Things
183(2)
A Healthbar for the Boss
185(3)
Conclusion
188(1)
Chapter 9 Particle Effects
189(22)
Example Particle Effects
189(3)
Creating a Particle Effect the Hard Way
192(10)
Variance Properties
195(1)
Number of Particles
195(1)
Emitter Duration
196(1)
Emitter Modes
196(3)
Particle Position
199(1)
Particle Size
199(1)
Particle Direction
199(1)
Particle Lifetime
200(1)
Particle Color
200(1)
Particle Blend Mode
201(1)
Particle Texture
202(1)
Introducing the Particle Designer
202(6)
Using Particle Designer Effects
205(2)
Sharing Particle Effects
207(1)
Shoot 'em Up with Particle Effects
208(2)
Conclusion
210(1)
Chapter 10 Working with Tilemaps
211(24)
What is a Tilemap?
211(3)
Preparing Images with Zwoptex
214(2)
Tiled Map Editor
216(5)
Creating a New Tilemap
216(2)
Designing a Tilemap
218(3)
Using Orthogonal Tilemaps with Cocos2d
221(12)
Locating Touched Tiles
224(3)
An Exercise in Optimization and Readability
227(1)
Working with the Object Layer
227(2)
Drawing the Object Layer Rectangles
229(3)
Scrolling the Tilemap
232(1)
Conclusion
233(2)
Chapter 11 Isometric Tilemaps
235(28)
Designing Isometric Tile Graphics
236(4)
Isometric Tilemap Editing with Tiled
240(4)
Creating a New Isometric Tilemap
240(1)
Creating a New Isometric Tileset
241(1)
Laying Down Some Ground Rules
242(2)
Isometric Game Programming
244(16)
Loading the Isometric Tilemap in Cocos2d
244(1)
Setup Cocos2d for Isometric Tilemaps
244(2)
Locating an Isometric Tile
246(2)
Scrolling the Isometric Tilemap
248(1)
This World Deserves a Better End
249(4)
Adding a Movable Player Character
253(7)
Adding More Content to the Game
260(1)
Conclusion
261(2)
Chapter 12 Physics Engines
263(24)
Basic Concepts of Physics Engines
263(1)
Limitations of Physics Engines
264(1)
The Showdown: Box2D vs. Chipmunk
264(1)
Box2D
265(12)
The World According to Box2D
266(2)
Restricting Movement to the Screen
268(2)
Converting Points
270(1)
Adding Boxes to the Box2D World
271(1)
Connecting Sprites with Bodies
272(1)
Collision Detection
273(3)
Joint Venture
276(1)
Chipmunk
277(9)
Objectified Chipmunk
277(1)
Chipmunks in Space
278(1)
Boxing-In the Boxes
279(1)
Adding Ticky-Tacky Little Boxes
280(2)
Updating the Boxes' Sprites
282(1)
A Chipmunk Collision Course
283(2)
Joints for Chipmunks
285(1)
Conclusion
286(1)
Chapter 13 Pinball Game
287(28)
Shapes: Convex and Counterclockwise
288(1)
Working with VertexHelper
289(2)
Creating the Pinball Table
291(6)
Box2D Debug Drawing
296(1)
Adding Dynamic Elements
297(17)
The BodyNode Class
298(3)
The Ball
301(4)
The Bumpers
305(1)
The Plunger
306(4)
The Flippers
310(4)
Conclusion
314(1)
Chapter 14 Game Center
315(32)
Enabling Game Center
315(8)
Creating Your App in iTunes Connect
316(1)
Setting Up Leaderboards and Achievements
317(1)
Creating a Cocos2d Xcode Project
317(1)
Configuring the Xcode Project
318(4)
Summary
322(1)
Game Kit Programming
323(23)
The GameKitHelper Delegate
323(1)
Checking for Game Center Availability
324(1)
Authenticating the Local Player
325(3)
Block Objects
328(2)
Receiving the Local Player's Friend List
330(2)
Leaderboards
332(4)
Achievements
336(5)
Matchmaking
341(5)
Conclusion
346(1)
Chapter 15 Out of the Ordinary
347(18)
Useful Technologies
348(3)
Social Networks
348(1)
Socket Server Technology
349(1)
Ads and Analytics
350(1)
Push Notification Providers
351(1)
Source Code Projects to Benefit From
351(2)
Sapus Tongue Source Code
351(1)
LevelSVG
352(1)
The iPhone RPG Game Kit
352(1)
Line-Drawing Game Starterkit
353(1)
For Your Reference
353(2)
Working with Publishers
355(1)
Finding Freelancers
356(1)
Finding Free Art and Audio
357(1)
Finding the Tools of the Trade
357(1)
Marketing
358(3)
Marketing Your Game and Your Self
358(2)
Public Relations and Press Releases
360(1)
Where to Find Help
361(2)
Cocos2d Home Page
361(1)
Stack Exchange Network
362(1)
Tutorials and FAQs
362(1)
Famous Last Words
363(1)
Conclusion
363(2)
Index 365
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.