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Creating Games with cocos2d for iPhone 2.

There are nine complete games with increasing complexity built in this book. The process of game building is well-illustrated with screenshots and explained code. This book is aimed at readers with an understanding of Objective-C and some familiarity with the cocos2d for iPhone 2.0 framework.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Nygard, Paul
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2012.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Table of Contents; Creating Games with cocos2d for iPhone 2; Creating Games with cocos2d for iPhone 2; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers, and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Downloading the color images of this book; Errata; Piracy; Questions; 1. Thanks for the Memory Game; The project is ... ; Let's build a menu; Where is the scene?
  • Building the playfieldWe need sprites; Building a sprite sheet; On to the playfield; Creating the playfield header; Creating the playfield layer; The flow of the game; A stack of tiles; The memory tile class; Loading tiles; Drawing tiles; Adding interactivity; Checking for matches; Scoring and excitement; Animating the score; Adding lives and game over; Bringing it all together; It's quiet ... too quiet; Summary; 2. Match 3 and Recursive Methods; The project is ... ; Basic gem interaction; The MAGem header; The MAGem class; Generating gems; Building the playfield; Checking for matches.
  • Collecting touchesMoving gems; Checking moves; Removing gems; The update method; Predictive logic; Artificial randomness; Summary; 3. Thumping Moles for Fun; The project is ... ; Design approach; Designing the spawn; Portrait mode; Custom TTF fonts; Defining a molehill; Building the mole; Making a molehill; Drawing the ground; Mole spawning; Special moles; Moving moles; The animation cache; Combining actions and animation; Simultaneous actions; Deleting moles; Touching moles; Tying it together; Scoring the mole; Summary; 4. Give a Snake a Snack ... ; The project is ... ; Design approach.
  • Building a better snakeAnatomy of a snake segment; Dissecting the snake; Building the head; Building the body segments; Moving the snake; Turning the snake; Death of a snake; Building the environment; Outer walls; Inner walls; Building snake food; Collisions and eating; Levels and difficulties; The main loop; Level-up checking; Dead mice; But ... how do we control the snake?; Summary; 5. Brick Breaking Balls with Box2D; The project is ... ; Box2D
  • a primer; Box2D
  • what is it?; Basic parts of Box2D; On to the game!; World building; On the edge; Having a ball; Setting everything in motion.
  • Collision handlingLosing your ball; Destruction; Paddling around; Paddle fixture; Touching the paddle; Storing player data; Displaying player data; Building bricks; Loading a plist; Picking a pattern; Breaking bricks, for real; Power-ups, good and bad; Picking up power-ups; Paddle deformation; Restoring the paddle; Multiball; Losing lives with multiball; Summary; 6. Cycles of Light; The game is ... ; Design review; Let's build a bike; CLBike header; CLBike implementation; Bike rotation; Turning the bike; Building walls; Boundary walls; Bike walls; Bike integration; Bike movement; Control buttons.