Learn SpriteBuilder for iOS Game Development
SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In Learn SpriteBuilder for iOS Game Development, experienced game developer and author Steffen Itterheim shows you how to get the most out of SpriteBuilder to create a...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress
2014.
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Edición: | 1st ed. 2014. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629745506719 |
Tabla de Contenidos:
- ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewers""; ""Acknowledgments""; ""Introduction""; ""Part I: Introducing SpriteBuilder and Cocos2D-iphone version 3""; ""Chapter 1: Introduction""; ""What�s in This Book?""; ""Who Is This Book for?""; ""The Absolute Beginner""; ""The Experienced App Developer""; ""The Experienced Cocos2D Game Developer""; ""Requirements""; ""About SpriteBuilder""; ""Why Use SpriteBuilder?""; ""About Cocos2D""; ""About Apportable""; ""About Program Versions""; ""About Xcode Versions""; ""About the Example Projects""
- ""Example Projects Mapped to Chapters""""About Deployment Targets""; ""Table of Contents""; ""Chapter 1�Introduction""; ""Chapter 2�Laying the Groundwork""; ""Chapter 3�Controlling and Scrolling""; ""Chapter 4�Physics and Collisions""; ""Chapter 5�Timelines and Triggers""; ""Chapter 6�Menus and Popovers""; ""Chapter 7�MainScene and GameState""; ""Chapter 8�Selecting and Unlocking Levels""; ""Chapter 9�Physics Joints""; ""Chapter 10�Soft-Body Physics""; ""Chapter 11�Audio and Labels""; ""Chapter 12�Visual Effects and Animations""; ""Chapter 13�Porting to Android""
- ""Chapter 14�Debugging and Best Practices""""Before You Get Started""; ""Chapter 2: Laying the Groundwork""; ""Creating a SpriteBuilder Project""; ""The SpriteBuilder Project�s Xcode Project""; ""First Scene, First Code""; ""Creating the GameScene""; ""Reviewing the Node Library""; ""Creating a Button""; ""Assigning a Button Selector""; ""Changing the Launch Scene""; ""Creating a Custom Class for the GameScene""; ""Implementing the Button Selector""; ""Changing the Scene on Button Tap""; ""Creating a Level Sub File Node""; ""The Node Selection Handles""; ""Editing Node Properties""
- ""Changing Node Draw Order""""Filling the Layer with a Gradient""; ""Creating a Sub File Reference""; ""Adding the Player Sprite""; ""Creating a Sprite Sheet""; ""Creating the Player Prefab""; ""Creating an Instance of the Player Prefab""; ""Summary""; ""Chapter 3: Controlling and Scrolling""; ""Touch and Go: Moving the Player""; ""Finding the Player Node by Its Name""; ""Assigning the Level-Node ivar""; ""Moving the Player with CCActionMoveTo""; ""Scrolling the Level""; ""Scheduling Updates""; ""Moving the Level Node in the Opposite Direction""; ""Parallax Scrolling""
- ""Adding a Background CCB""""Adding the main Background Sprite""; ""Working with Images""; ""Project Settings""; ""Adding Additional Background Layers""; ""Adding SpriteSheets for Background Graphics""; ""Designing the Background Layers""; ""Prepare to Parallax in 3, 2, 1...""; ""Summary""; ""Chapter 4: Physics & Collisions""; ""Player Physics""; ""Enabling Physics for the Player Sprite""; ""Move and Rotate Actions Conflict with Physics""; ""Moving the Player Through Physics""; ""Accelerating the Player""; ""Imposing a Speed Limit on the Player""; ""Expose Design Values as Custom Properties""
- ""Constructing the Level Physics""