Learn cocos2D 2

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...

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Detalles Bibliográficos
Autor principal: Itterheim, Steffen (-)
Otros Autores: Low, Andreas
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Berkeley, Calif.] : Apress 2012.
Edición:1st ed. 2012.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628706306719
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
  • Singletons in cocos2d