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Strougo, Rod; Wenderlich, Ray

Learning Cocos2D A Hands-On Guide to Building IOSGames with Cocos2D, Box2D, and Chipmunk (Kartoniert / Broschiert / Paperback)

Addison Wesley, August 2011


590 S. - Sprache: Englisch - 227x180x35 mm

ISBN: 0321735625 EAN: 9780321735621

Ve> Build the Next Great iOS Game with Cocos2D! Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you've playedTiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you've played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It's easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy. Learning Cocos2Dwalks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you'll learn everything you need to know about Cocos2D so you can create the next killer iOS game. As you build Space Viking, you'll learn how to: Install and configure Cocos2D so it works with Xcode 4 Build a complete 2D action adventure game with Cocos2D Add animations and movement to your games Build your game's main menu screen for accessing levels Use Cocos2D's Scheduler to make sure the right events happen at the right times Use tile maps to build scrolling game levels from reusable images Add audio and sound effects with CocosDenshion, Cocos2D's sound engine Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines Add amazing effects to your games with particle systems Leverage Game Center in your game for achievements and leader boards Squeeze the most performance from your games along with tips and tricks And much more! So, c'mon! Dust off your notes about that game you've wanted to build since fourth grade and get started today with Learning Cocos2D! Download the free version of Space Vikingfrom the App Store today! Help Ole find his way home while learning how to build the game.


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Inhaltsverzeichnis

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

Über den Autor

Rod Strougo is the founder and lead developer of the studio Prop Group at www.prop.gr. Rod's journey in physics and games started way back with an Apple ][, writing games in Basic. From the early passion in games, Rod's career moved to enterprise software development, spending 10 years writing software for IBM and recently for a large telecom company. These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons. Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com.

Kritikerstimmen

"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 concept to app, clearly explaining both how to do each step as well as why you're dong it." -Jeff LaMarche, Principal, MartianCraft, LLC, and coauthor of Beginning iPhone Development (Apress, 2009) "This book provides an excellent introduction to iOS 2D game development. Beyond that, the book also provides one of the best introductions to Box2D available. I am truly impressed with the detail and depth of Box2D coverage." -Erin Catto, creator of Box2D "Warning: reading this book will make you need to write a game! Learning Cocos2D is a great fast-forward into writing the next hit game for iOS-definitely a must for the aspiring indie iOS game developer (regardless of experience level)! Thanks, Rod and Ray, for letting me skip the learning curve; you've really saved my bacon!" -Eric Hayes, Principle Engineer, Brewmium LLC (and Indie iOS Developer) "Learning Cocos2D is an outstanding read, and I highly recommend it to any iOS developer wanting to get into game development with Cocos2D. This book gave me the knowledge and confidence I needed to write an iOS game without having to be a math and OpenGL whiz." -Kirby Turner, White Peak Software, Inc. "Learning Cocos2D is both an entertaining and informative book; it covers everything you need to know about creating games using Cocos2D." -Fahim Farook, RookSoft (rooksoft.co.nz) "This is the premiere book on Cocos2D! After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors' writing style is descriptive, concise, and fun to read. This book is a must have!" -Nick Waynik, iOS Developer


ISBN 0-321735-62-5, ISBN 0-32-173562-5, ISBN 0-32173-562-5, ISBN 0-321-73562-5, ISBN 0-3217-3562-5

ISBN 978-0-321735-62-1, ISBN 978-0-32-173562-1, ISBN 978-0-32173-562-1, ISBN 978-0-321-73562-1, ISBN 978-0-3217-3562-1

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