Cocos2d authoritative guide

Source: Internet
Author: User
Author of the "cocos2d authoritative guide" Basic Information: Wang Han Qu Guanghui Zhou xuebin Press: Machinery Industry Press ISBN: 9787111414100 Release Date: March 2013 published: 16: 1-1 category: Computer> Software and programming> mobile development> other mobile development technologies
For more information, see "cocos2d authoritative guide" content Introduction books computer books "cocos2d authoritative guide" is currently the most comprehensive, systematic, and in-depth book in the cocos2d field, it is also the latest technical version. Written by pioneers and resource experts in iOS and cocos2d fields in China, this article not only systematically explains cocos2d usage methods, technical points, working principles, advanced knowledge, development skills, best practices, and performance optimization, the complete process of cocos2d game design and development is explained in detail through well-designed typical cases, which is very enlightening and operable. In addition, it also introduces how to test and release the application, as well as cocos3d, cocos2d-x, cocos2d-html5, cocos2d-python and Other Derivative Technology. The book consists of 19 chapters, which are divided into three parts: the basics (1st ~ Chapter 9) systematically explains the features, usage, technical points and working principles of cocos2d V2.0, the core categories, actions, special effects, animations, text rendering systems, event processing mechanisms, sounds, tile maps, and box2d in cocos2d are played through three classic games, including Super Mario, easy to understand; Practice (10th ~ Chapter 12) explains the design and development processes of two classic games, Angel panda and angry panda, to demonstrate the complete process of using cocos2d to develop the game, which is highly operable; advanced (13th ~ Chapter 19) focuses on the advanced knowledge, practical development skills, and best practices of cocos2d V2.0, including particle system, cocosbuilder and shader, added IAP support to the game, performance analysis and optimization, product testing/release/promotion, and cocos2d extension technology. Contents cocos2d authoritative guide Preface Part 1 basics Chapter 1 preparations before start/2 1st what is cocos2d/2 1.1.1 features of cocos2d/2 1.1.2 main features of cocos2d/2 1.1.3 cocos2d application/3 1.2 download and install/4 1.2.1 download cocos2d/4 1.2.2 install cocos2d template/6 1.2.3 create cocos2d-iphone help document/9 1.2.4 use cocos2d built-in projects/10 1.3 hellococos2d instance/10 1.3.1 create hellococos2d Project/10 1.3.2 add small aircraft/11 1.3.3 enable aircraft flight/13 1.4 deep learning hellococos2d Project/13 1.4.1 first-profile scenario and node/13 1.4.2 implement code analysis/14. 1.5 run the hellococos2d project on the device/23 1.5.1 Use xcode's automatic settings/23 1.5.2 compile and run the project on the device/24 1.6 Chapter Summary/24 Chapter 2nd your first iPhone game- vertical shooting game/25 2.1 preparation/25 2.2 build game scenario/28 2.2.1 Add Resource Directory/28 2.2.2 add game background/28 2.2.3 add player aircraft/29 2.2.4 add enemy planes/30 2.3 player interaction/33 2.3.1 add accelerator mobile/33 2.3.2 add bullet and shooting/35 2.4 collision detection/37 2.5 Game Sound Effects/38 2.6 last embellishment/39 2.6.1 add scoring and player life value/39 2.6.2 add game victory and End Pictures/42 2.7 summary of this chapter/44 chapter 3rd cocos2d core class/45 3.1 cocos2d node basics/45 3.1.1 node Hierarchy Diagram/45 3.1.2 what is an anchor /46 3.2 ccnode node class/47 3.2.1 ccnode class attributes/47 3.2.2 ccnode class method/50 3.3 ccscene scenario class/57 3.3.1 cctransitionscene scenario switching/58 3.3.2 scenario transition supported by cocos2d effect/59 3.4 cclayer/60 3.4.1 cclayer/61 3.4.2 cclayercolor color layer/62 3.4.3 cclayergradient gradient layer/63 3.4.4 ccmenu menu class/63 3.5 cctexture texture class/65 3.5.1 texture and texture Atlas/65 3.5.2 cctexture2d, cctexturecache and cctextureatlas/66 3.6 ccsprite genie/67 3.6.1 attributes and methods of the ccsprite class/67 3.6.2 ghost genie form/71 3.6.3 ccspriteframe genie Frames /73 3.6.4 ccspriteframecache genie frame Cache/74 3.7 cocos2d Ticket/76 3.7.1 common ticket in cocos2d/77 3.7.2 ccdirector /77 3.8 vertical shooting game-loading game data/81 3.8.1 comment draw method and background/81 3.8.2 load game resources/82 3.8.3 modify appdelegate. M file/88 3.8.4 modify helloworldlayer/89 3.8.5 code refactoring/90 3.9 Chapter Summary/93 chapter 4th actions in cocos2d, special effects and animations/94 4.1 node actions in cocos2d/94 4.1.1 run actionstest test/94 4.1.2 Classification of category/96 4.2 Actions in cocos2d and use/98 4.2.1 basic actions/98 4.2.2 combined actions/102 4.2.3 callback action/105 4.2.4 delayed action/107 4.2.5 method callback action/107 4.2.6 BLOCK statement call Action/112 4.2.7 Reverse Action/116 4.2.8 Special Action/117 4.3 vertical shooting game: loading progress bars and scrolling backgrounds/117 4.3.1 adding progress bars using ccprogressto and ccprogressfromto actions/117 4.3.2 adding rolling backgrounds using ccfollow and ccparallaxnode actions/119 4.4 cocos2d effects/122 4.4.1 cocos2d mesh/122 4.4.2 types and usage of special effects/123 4.4.3 enable the Node object to return to the initial state/127 4.5 127 cocos2d animation/127 4.5.1 cocos2d animation-related classes/4.5.2 implement animation effects in cocos2d /128 4.6 use zwoptex tool for animation effect/129 4.6.1 install zwoptex tool/129 4.6.2 create genie form/130 4.6.3 create genie animation/132 4.7 vertical shooting game-add flight and explosion animation/ 134 4.7.1 add player aircraft flight animation/134 4.7.2 add aircraft explosion effect/136 4.8 Summary of this chapter/138 chapter 5th text rendering system in cocos2d/139 5.1 composition of text rendering system/139 5.1.1 cclabelttf class/139 5.1.2 cclabelatlas class/145 5.1.3 cclabelbmfont class/147 5.2 151 labels alignment/5.3 152 use third-party tools to create a font texture gallery/153 5.3.1 Use of the Hiero tool/5.3.2 create font gallery STEP/153 5.4 vertical shooting game-beautifying game interface/155 5.4.1 rendering text/155 5.4.2 countdown function/156 5.5 158 Summary/6th Chapter 159 event processing mechanism in cocos2d/6.1 interactive event processing in IOS/159 6.1.1 what is a user input event/159 6.1.2 multi-point touch event processing mechanism/160 6.1.3 gravity sensing event processing mechanism/162 6.2 cocos2d touch event processing/164 6.2.1 how to handle touch events/165 6.2.2 self-contained touchestest project in the template/168 6.2.3 practice-gravity sensing events in balls moving with fingers/169 6.3 cocos2d/172 6.3.1 how to handle gravity sensing events /172 6.3.2 practice-small ball controlled by the accelerator/172 6.4 vertical shooting game-pause the game/177 6.4.1 pauselayer Implementation/177 6.4.2 custommenu Implementation/180 6.4.3 main game scenario add pause Layer/180 6.4.4 pauselayerprotocol proxy/181 6.5 Chapter Summary/182 chapter 7th cocos2d world sound/183 7.1 understanding cocosdenshion sound engine/183 7.1.1 cocosdenshion important API/183 7.1.2 cocosdenshion related classes/ 184 7.1.3 cocosdenshion/185 7.2 simpleaudioengine use method/186 7.2.1 add background music/187 7.2.2 control the playing and stopping of music/188 7.2.3 determine whether to play background music/192 7.2.4 Add sound Effects/194 7.3 cdsoundengine usage/195 7.3.1 set cdsoundengine/195 7.3.2 play background music and sound effects/199 7.4 202 set sound options in the game menu/7.5 208 vertical shooting game-gameover/7.5.1 implementation pause the background music function/208 7.5.2 implementation menu scenario/208 7.5.3 high score scenario/215 7.5.4 implementation gameover scenario/221 7.6 223 Summary/8th Chapter 224 use tile map in cocos2d/8.1 recognition tile MAP/224 8.2 tiled map editor/225 8.2.1 install tiled/225 8.2.2 use tiled to draw a map/226 8.2.3 add objects to the map/230 8.3 use tile map in the project/ 232 8.3.1 tmx file resolution/232 8.3.2 tile map in cocos2d/233 8.3.3 load tmx MAP/238 8.3.4 use objects in tmx MAP/239 8.4 super Mary-implement simple prototype/ 242 8.4.1 preparations/243 8.4.2 create a HD tiled MAP/244 8.4.3 load a tiled MAP/248 8.4.4 use wbtmxtool to create a general-definition tiled MAP/250 8.4.5 Add a remote sensing controller/252 8.5 summary of this chapter/254 chapter 9th physical engine-more realistic cocos2d world/255 9.1 game physical engine Overview/255 9.1.1 physical engine application/255 9.1.2 common game physical engine/257 9.2 understand the core concepts in box2d/257 9.2.1 box2d collision detection and processing system/258 9.2.2 box2d/259 9.3 265 sample project hellobox2d/265 9.3.1 use a template to create a hellobox2d Project/9.3.2 interpret hellobox2d default Projects code/267 9.3.3 complete hellobox2d Project/280 9.4 box2d practice-physical shooting game/291 9.4.1 preparation/292 9.4.2 create a villain who will turn his arm/294 9.4.3 launch a bullet/300 9.4.4 use physiceditor tool-made groove/303 9.4.5 groove achieves lift effect/306 9.4.6 handle collision sensor/307 9.4.7 add more barrier/309 9.5 310 super Mary-box2d combined with tiled/9.5.1 add Mary and Object physical Properties/310 9.5.2 let mary walk and jump/319 9.5.3 add physical properties for gold coins and boxes in the game/325 9.5.4 Collision Detection-eat gold coins/329 9.5.5 game effects-suck gold coins/332 9.5.6 add Game Sound Effects/335 9.5.7 design victory and failure conditions/335 9.6 summary of this chapter/338 Part 2 practice Chapter 2 Angel panda Game Design and Implementation/10th 340 complete iOS game creation process/340 10.2 Angel panda game design/342 10.2.1 Angel panda creative source/342 10.2.2 Angel panda story background and game rules/342 10.2.3 Angel panda game experience process/343 10.3 Development preparations/343 10.3.1 download and install appropriate development tools/343 10.3.2 break down the project into different modules/344 10.3.3 prepare resources required in the game/345 10.4 Angel panda game implementation/345 10.4.1 use cocos2d template to create a new project/345 10.4.2 set the main game scenario/350 10.4.3 Add a game role/354 10.4.4 Add a user interaction mechanism/368 10.4.5 Add a game logic/370 10.4.6 add sound Effects/374 10.5 summary of this chapter/377 chapter 11th angrypanda game design and framework construction/378 11.1 378 angrypanda game design/378 11.1.1 angrypanda creative source/11.1.2 angrypanda story background and game rules /378 11.1.3 angrypanda game experience process/379 preparations before development/11.2 11.2.1 download and install appropriate development tools/379 11.2.2 split the project into different modules/379 11.2.3 preparation resources required by the game/381 11.2.4 use the box2d template to create a new project/382 11.3 data storage and game settings/383 11.3.1 create and implement an important method in the gamedata class/384 11.3.2 gamedata class/386 11.3.3 create constants. h header file/389 11.4 audio effect management in the game/390 11.4.1 creating an important method in the gamesounds class/390 11.4.2 gamesounds class/391 11.5 auxiliary interface in the game/391 11.5.1 game start interface/392 11.5.2 game introduction interface/400 11.5.3 level selection interface/404 11.5.4 level completion interface/407 11.6 summary of this chapter/410 chapter 12th angry panda game main scenario Implementation/411 12.1 box2d world objects/411 12.1.1 create abstract object class/411 12.1.2 create pandatv role/414 12.1.3 create platform object/418 12.1.4 create alien monster/419 12.1.5 create blocked object/423 12.1.6 create and place attack target/425 12.2 implement main game scenario/427 12.2.1 create a mainscene class/428 12.2.2 scenario visual presentation/431 12.2.3 how to interact with users/437 12.2.4 implement the logic mechanism of the game/442 12.3 collision detection mechanism in the game /443 12.3.1 creation of contactlistener class/444 12.3.2 collision detection mechanism implementation/444 12.4 summary of this chapter/447 Part 3 advanced Chapter 2 Particle System/13th 450 cocos2d Particle System/13.1 13.1.1 Particle system-related class/450 13.1.2 cocos2d built-in Particle System/452 13.2 453 manual creation of Particle System example/453 13.2.1 creation of a particle system project/454 13.2.2 addition of cocos2d built-in Particle System/13.2.3 manual Creation particle System class/455 13.2.4 set attributes of the particle system/459 13.3 plist file/464 13.3.1 particle. plist File Content/464 13.3.2 use plist file to create Particle System/466 13.4 particle tool particle designer/468 13.4.1 download and install particle designer/468 13.4.2 particle designer toolbar/469 13.4.3 how to set emitter config Properties /470 13.4.4 how to use Particle System in the project/472 13.5 473 summary of this chapter/14th chapter 474 cocosbuilder and shader/14.1 474 first cocosbuilder experience/474 14.1.1 download and install cocosbuilder/14.1.2 View Example directory structure/476 14.1.3 how to open the sample file/477 14.2 The first cocosbuilder Project/478 14.2.1 create helloworldcocosbuilder scenario/478 14.2.2 load helloworldcocosbuilder scenario/483 14.2.3 establish the connection between the document and the code/484 14.2.4 improve helloworldcocosbuilder scenario/486 14.3 helloworldcocosbuilder project function improvement/489 14.3.1 create gamemenu scenario/490 14.3.2 create about scenario/493 14.3.3 release ZIP format scenario resource file/495 14.3.4 how to support multiple device resolutions /496 14.4 496 colorant/497 14.4.1 colorant types and working principles/500 14.4.2 compile your own shader Program/503 14.4.3 how to customize the sprite colorant/14.4.4 how to customize fragment coloring player/507 14.4.5 tornado effect example/509 14.5 summary of this chapter/512 chapter 15th add game center support to the game/513 15.1 what is game center/513 15.1.1 game center function/ 513 15.1.2 game center features/513 15.2 add game center support to the Project/514 15.2.1 register IOS developer account/514 15.2.2 create and set app ID/514 15.2.3 in iTunes register app in connect/517 15.2.4 enable game center support/520 15.2.5 add Achievement System in iTunes connect/520 15.2.6 set points ranking in iTunes connect/523 15.3 example project gktapper /524 15.3.1 add game KIT framework/525 15.3.2 check whether game center is available/526 15.3.3 verify whether players log on to game center/527 15.3.4 achieve Achievement System/530 15.3.5 achieve Points Ranking/535 15.4 this chapter summary/Chapter 539 add IAP support in the game/16th what is IAP/540 16.1.1 IAP function/16.1 16.1.2 product type in IAP/540 16.1.3 IAP implementation mechanism/540 16.2 introduction to store KIT framework/545 16.2.1 purchase of core classes in store KIT framework/545 16.2.2 Product Core classes in store KIT framework/548 16.2.3 skdownload class/550 16.2.4 protocol in store KIT framework/550 16.3 in iTunes connect configuration IAP/551 16.3.1 add item information in iTunes connect/552 16.3.2 Add the Gaza box test account in iTunes connect/558 16.4 add IAP-related code in the project/560 16.4.1 iapgame Project Overview/560 16.4.2 add store KIT framework/562 16.4.3 add mystore class/563 16.5 test and submit for review on the device/576 16.6 summary of this chapter/583 chapter 17th Game Performance analysis and Optimization/584 17.1 how to discover performance bottlenecks/584 17.1.1 basic functions of instruments/584 17.1.2 built-in analysis tool in instruments/585 17.1.3 how to use time profiler tool template/586 17.1.4 how to use OpenGL es driver tool template/588 17.1.5 use blank templates to create custom analysis tools/590 17.2 cocos2d built-in performance analysis tools/591 17.2.1 ccprofiler and ccprofilingtimer/591 17.2.2 how to use performance analysis tools/593 17.3 optimize cocos2d game performance/595 17.3.1 enable automatic reference count in cocos2d/595 17.3.2 use ccspritebatchnode to replace ccsprite/597 17.3.3 other techniques for improving game performance/598 17.4 Summary/Chapter 600 products test, release and promotion of/601 18.1 User Experience Test/601 18.1.1 test user selection/601 18.1.2 product test procedure/601 18.2 610 product upload and release/18.2.1 add IOS developer plan/610 18.2.2 publish product/618 18.3 promotion and promotion of APP product/636 18.3.1 reason for product promotion/636 18.3.2 method of product promotion/636 18.4 summary of this chapter/638 chapter 2 cocos2d extension/19th 639 cocos3d introduction/19.1 19.1.1 basic features of cocos3d/639 19.1.2 cocos3d core class introduction/639 19.1.3 download and install cocos3d/640 642 cocos2d-x Overview/19.2 19.2.1 create IOS build helloworld Project/643 19.2.2 create cocos2d-x-based Android Project/648 19.3 661 cocos2d-html5 Overview/661 19.3.1 cocos2d-html5 Overview/662 19.3.2 download and install cocos2d-html5/19.3.3 install and configure webserver (optional) /664 19.3.4 resolution hellohtml5world Project/665 19.4 cocos2d-python Overview/671 19.5 summary of this chapter/671 Book Information Source: China Interactive publishing network

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