Learn cocos2d 2 : game development for iOS /
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 mo...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[New York] :
Apress : Distributed to the Book trade worldwide by Springer Science+Business Media,
©2012.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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
- 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 "
- 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
- 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
- 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