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130617s2012 nyua ob 001 0 eng d |
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019 |
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|a 1204009581
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|z 9781430244165
|q (pbk.)
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|q (pbk.)
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|a 9781430244172
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|z (OCoLC)1204009581
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|a CL0500000223
|b Safari Books Online
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|a QA76.774.I67
|b I773 2012
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0 |
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|a 794.81525
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|a UAMI
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100 |
1 |
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|a Itterheim, Steffen.
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245 |
1 |
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|a Learn cocos2d 2 :
|b game development for iOS /
|c Steffen Itterheim, Andreas Löw.
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260 |
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|a [New York] :
|b Apress :
|b Distributed to the Book trade worldwide by Springer Science+Business Media,
|c ©2012.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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|a text file
|b PDF
|2 rda
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|a Print version record.
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|a Includes bibliographical references and index.
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|a 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 author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store. What you'll learn 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. Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.
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|a Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewers; Acknowledgments; Preface; Chapter 1: Introduction; What's New in the Third Edition?; All About ARC; Why Use cocos2d for iOS?; It's Free; It's Open Source; It's Objective, See?; It's 2D; It's Got Physics; It's Less Technical; It's Still Programming; It's Got a Great Community; Why Use Kobold2D over cocos2d-iphone?; Other cocos2d Game Engines; This Book Is for You; Prerequisites; Programming Experience; Objective-C; What You Will Learn
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|a What Beginning iOS Game Developers Will LearnWhat iOS App Developers Will Learn; What Cocos2d Developers Will Learn; What's in This Book; Chapter 2, "Getting Started"; Chapter 3, "Essentials "; Chapter 4, "Your First Game"; Chapter 5, "Game Building Blocks "; Chapter 6, "Sprites In-Depth "; Chapter 7, "Scrolling with Joy"; Chapter 8, "Shoot 'em Up "; Chapter 9, "Particle Effects"; Chapter 10, "Working with Tilemaps "; Chapter 11, "Isometric Tilemaps "; Chapter 12, "Physics Engines "; Chapter 13, "Pinball Game "; Chapter 14, "Game Center "; Chapter 15, "Cocos2d and UIKit Views "
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|a Chapter 16, "Kobold2D Introduction"Chapter 17, "Conclusion"; Where to Get the Book's Source Code; Questions and Feedback; Chapter 2: Getting Started; What You Need to Get Started; System Requirements; Register as an iOS Developer; Certificates and Provisioning Profiles; Download and Install Xcode and the iOS SDK; Download cocos2d or Kobold2D; Install Kobold2D; Create a Kobold2D Project; Install cocos2d and its Xcode Project Templates; How to Create a cocos2d Project; How to Enable ARC in a cocos2d Project; Build the cocos2d code as a Static Library; Refactor the Project's Source Code to ARC
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|a The Anatomy of cocos2d and Kobold2D ApplicationsThe Supporting Files Group; The main Function; The Prefix Header Files; The AppDelegate Class; Display Stats; Animation Interval; HelloWorldLayer; Memory Management with ARC; Changing the World; What Else You Should Know; The iOS Devices; About Memory Usage; The iOS Simulator; Can't Assess Performance; Can't Assess Memory Usage; Can't Use All iOS Device Features; Runtime Behavior Can Differ; About Performance and Logging; Summary; Chapter 3: Essentials; The cocos2d Scene Graph; The CCNode Class Hierarchy; CCNode; Working with Nodes
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|a Working with ActionsScheduled Messages; Director, Scenes, and Layers; The Director; CCScene; Scenes and Memory; Pushing and Popping Scenes; CCTransitionScene; CCLayer; Receiving Touch Events; Receiving Accelerometer Events; Receiving Keyboard Events; Receiving Mouse Events; CCSprite; Anchor Points Demystified; CCLabelTTF; Menus; Menu Items with Blocks; Actions; Interval Actions; Action Sequences; Ease Actions; Grid Actions; Instant Actions; CCCallFunc Actions; CCCallBlock Actions; Orientation, Singletons, Tests, and API References; Orientation Course in Device Orientation
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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630 |
0 |
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|a iOS (Electronic resource)
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630 |
0 |
7 |
|a IOS (Electronic resource)
|2 blmlsh
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630 |
0 |
7 |
|a IOS (Electronic resource)
|2 fast
|0 (OCoLC)fst01784820
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650 |
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0 |
|a iPhone (Smartphone)
|x Programming.
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650 |
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0 |
|a iPad (Computer)
|x Programming.
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650 |
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0 |
|a Computer games
|x Programming.
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650 |
|
6 |
|a iPhone (Téléphone intelligent)
|x Programmation.
|
650 |
|
6 |
|a iPad (Ordinateur)
|x Programmation.
|
650 |
|
6 |
|a Jeux d'ordinateur
|x Programmation.
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
700 |
1 |
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|a Löw, Andreas.
|
773 |
0 |
|
|t Springer eBooks
|
776 |
0 |
8 |
|i Print version:
|a Itterheim, Steffen.
|t Learn cocos2d 2.
|d Berkeley, Calif. : Apress ; Birmingham : Computer Bookshops [distributor], 2013
|z 9781430244165
|w (OCoLC)811730958
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781430244165/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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994 |
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|a 92
|b IZTAP
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