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Cocos2d game development blueprints : design, develop, and create your own successful iOS games using the Cocos2d game engine /

Whether you are a passionate gamer, like developing, or are just curious about game development, this book is for you. The book has been written to teach 2D game development to app developers and to teach Objective-C to game developers, as learning Cocos2d is the perfect step for both roles.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Jordán, Jorge (Autor)
Otros Autores: Domingo, Vanesa (Diseñador de portada)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • About the Reviewers
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: Sprites, Sounds, and Collisions
  • Creating a new Cocos2d project
  • Run Xcode Run
  • Understanding the default project
  • CCNode
  • Your first game â€? RunYetiRun
  • Creating the CCScene class
  • Adding the first CCSprite class
  • Anchor points
  • Placing things in context
  • Time for CCAction
  • Actions under control
  • Throwing some snowballs
  • Rolling down the hill
  • Managing collisions
  • Adding labelsCCLabelTTF
  • Updating labels
  • Making some noise
  • OALSimpleAudio
  • Voice memos
  • Audacity
  • GarageBand
  • Audio resources
  • Playing audio files
  • Game over
  • 1-star challenge â€? accurate collision detection
  • The solution
  • 2-star challenge â€? having three lives
  • The solution
  • Summary
  • Chapter 2: Explosions and UFOs
  • Handling the accelerometer input
  • Linking the CoreMotion framework
  • onEnter and onExit
  • Converting accelerometer input into movements
  • Calibrating the accelerometer
  • Implementing the parallax effect in Cocos2dCCParallaxNode
  • Particle systems
  • CCParticleSystem
  • CCParticleSystem modes
  • CCParticleSystemModeGravity
  • CCParticleSystemModeRadius
  • Common properties
  • Particle Designer
  • Extending CCSprite
  • Shooting some lasers
  • When UFOs collide
  • 2-star challenge â€? create explosions
  • The solution
  • The attack of the aliens
  • Drawing and coloring
  • Drawing the life bar
  • 1-star challenge â€? collision detection between Dr. Fringe and the UFO
  • The solution
  • Summary
  • Chapter 3: Your First Online GameGetting started with our project
  • Initializing the game
  • Creating labels with CCLabelBMFont
  • Littera
  • CCActions in depth
  • Drag, drop, and scale
  • Game Center
  • Configuring Game Center in iTunes Connect
  • Configuring the game in Xcode
  • Checking Game Center's availability
  • Authenticating the player
  • Turn-based games
  • The first turn
  • Passing the turn
  • Receiving the turn
  • Fighting cards
  • Labels for life points
  • Match over
  • Viewing the status when it's not our turn
  • Summary
  • Chapter 4: Beat All Your Enemies UpCreating an iPad-only game
  • Image sizes and names
  • Developing virtual game controls
  • Moving the zombie
  • CCSpriteBatchNode
  • Texture atlases
  • Creating texture atlases with TexturePacker
  • Loading texture atlases with Cocos2d
  • Creating your first animation
  • 3-star challenge â€? hitting the air
  • The solution
  • Creating the zombie class
  • Creating the human enemies class
  • Keeping the main character in view
  • Taking human decisions
  • Drawing a life bar
  • Detecting collisions with enemies