IOS 5 cocos2d game development practices (version 2nd)

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Author: User

IOS 5 cocos2d game development practices (version 2nd)
Basic Information
Author: [us] Steffen itterheim Andreas low [Translator's introduction]
Translator: Tongji University Apple Club
Series name: mobile and Embedded Development Technology
Press: Tsinghua University Press
ISBN: 9781430238133
Mounting time:
Published on: February 1, October 2012
Start: 16
Page number: 1
Version: 2-2
Category: Computer

For more information, iOS 5 cocos2d game development practices (version 2nd)

Introduction
Books
Computer books
IOS 5 cocos2d game development practices (version 2nd) will guide you through developing attractive 2D games. The book shows how to use the powerful game engine cocos2d to develop iPhone and iPad games. It also introduces tile maps, virtual joystick, and game center in the game.
IOS 5 cocos2d game development practices (version 2nd:
Mobile game development processes and best practices, including genie batch processing technology, texture atlas, Parallax scrolling, touch screen, and accelerator input.
Use box2d, chipmunk physical engine, and other cocos2d-related libraries and tools to improve game performance.
Add the uikit View to the cocos2d application, and add cocos2d to the uikit view.
The kobold2d development environment and its pre-configuration library are described in detail, including cocos3d and Lua.
The most important thing is that iOS 5 cocos2d game development practice (version 2nd) will guide you from the most basic aspects of Game Development and step by step guide you to create a sample game. These examples are based on popular games in app store. They allow you to understand important concepts and tools in the cocos2d game engine, such as texturepacker) physicseditor, particle designer, and glyph designer (Bitmap font.
IOS 5 cocos2d game development practices (version 2nd) details the cocos2d game engine, focusing on creating a complete cocos2d game process rather than displaying a large number of ios sdk or OpenGL code. At the same time, we also introduced different implementation methods, demonstrated the best and free commercial tools used to assist cocos2d game development, and explained the author's complete cocos2d game engine, kobold2d, make your game more competitive in the app store.
Directory
IOS 5 cocos2d game development practices (version 2nd)
Chapter 1 Introduction 1
1.1 New Content of version 2nd of this book 2
1.2 Why cocos2d for iOS 3
1.2.1 free 3
1.2.2 open source 3
1.2.3 objective-C 3
1.2.4 2D Game Engine 3
1.2.5 physical engine 4
1.2.6 low technical difficulty 4
1.2.7 still needs programming 4
1.2.8 awesome cocos2d community 5
1.3 cocos2d-iphone project future 5
1.4 other cocos2d Game Engine 6
1.5 readers 7
1.6 prerequisites 7
1.6.1 programming experience 7
1.6.2 objective-C 7
1.7 book content 8
1.7.1 What do new players in iOS game development learn? 8
1.7.2 what will iOS app developers learn? 9
1.7.3 what will cocos2d developers learn? 9
1.8 Chapter 9
Source code 10 of the 1.9 book
1.10 Questions and feedback 11
Chapter 13 entry 13
2.1 preparations 13
2.1.1 System Requirements 13
2.1.2 register as an iOS developer 14
2.1.3 certificate and Authorization Document 14
2.1.4 download and install ios sdk 14
2.1.5 download and install cocos2d 15
2.2 helloworld application 18
2.2.1 location of the helloworld file in the Project 19
2.2.2 resource 19
2.2.3 support file 19
2.2.4 helloworld Class 21
2.3 cocos2d memory management issues 24
2.4 change the world 27
2.5 you should know 29
2.5.1 iOS device 29
2.5.2 memory usage 30
2.5.3 IOS simulator 31
2.5.4 about log 32
2.6 chapter 33
Chapter 5 basic knowledge 35
3.1 scenario 35
3.2 ccnode class hierarchy 38
3.3 ccnode class 39
3.3.1 node handling method 39
3.3.2 action Handling Method 40
3.3.3 message scheduling 41
3.4 ctor class, scenario, and layer 44
3.4.1 director class 44
3.4.2 ccscene 46
3.4.3 scenario and memory 47
3.4.4 push and pop-up scenarios 48
3.4.5 cctransitionscene class 49
3.4.6 cclayer class 51
3.5 ccsprite 56
IOS 5 cocos2d game development practices (version 2nd)
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3.5.1 positioning point secret 57
3.5.2 texture size 57
3.6 cclabelttf class 58
3.7 menu 59
3.8 action 61
3.8.1 interval Action 62
3.8.2 instantaneous action 67
3.9 single-piece category 69 in cocos2d
3.10 cocos2d Test Case 71
3.11 Chapter 71
Chapter 3 your first game 73
4.1 Step-by-Step Project Creation 73
4.2 Add player sprite 78
4.3 accelerometer input 80
4.4 first test run 81
4.5 player speed 81
4.6 add obstacle 84
4.7 collision detection 91
4.8 tag and bitmap fonts 92
4.8.1 add score tag 92
4.8.2 introduction to cclabelbmfont 93
4.8.3 use glyph designer to create a bitmap font 94
4.9 play audio 95
4.10 port to IPAD 97
4.10.1 single common application or two separate applications 97
4.10.2 use xcode 3 to port to IPAD 98
4.10.3 use xcode 4 to port to IPAD 99
4.11 summary of this Chapter 100
Chapter 4 game components 5th
5.1 use multiple scenarios 101
5.1.1 add multiple scenarios 101
5.1.2 loading the next section. Please prepare 104
5.2 use multiple layers 106
5.2.1 best way to implement a level 112
5.2.2 cclayercolor 113
5.3 inherit game objects from the ccsprite class 114
5.4 use ccsprite compound game objects 115
5.5 wonderful ccnode derived class 119
5.5.1 ccprogresstimer 119
5.5.2 ccparallaxnode 120
5.5.3 ccribbon 122
5.5.4 ccmotionstreetak 124
5.6 summary of this Chapter 125
Chapter 2 learn more about genie 6th
6.1 Retina Display Screen 127
6.2 ccspritebatchnode 129
6.2.1 when to use ccspritebatchnode 131
6.2.2 sample project 131
6.3 genie animation initial experience 137
6.4 secondary category used to create an animation 139
6.5 use texture Atlas 141
6.5.1 what is texture Atlas 141
6.5.2 texturepacker tool introduction 141
6.5.3 prepare project 142 for texturepacker
6.5.4 use texturepacker to create a texture Atlas 143
6.5.5 use texture Atlas 146 in cocos2d
6.5.6 improve ccanimation auxiliary category 147
6.5.7 put all images in a texture Atlas 149
6.6 Summary of this Chapter 150
Chapter 5 Rolling Screen shooting game (Part 1) 7th
7.1 advanced parallax scrolling 151
7.1.1 create a background as stripe 151
7.1.2 rebuilding the background in the Code 153
7.1.3 move parallaxbackground 155
Contents
XI
7.1.4 parallax scrolling speed factor: 156
7.1.5 unlimited background scrolling 158
7.1.6 eliminate flickering 160
7.1.7 repeat texture 161
7.2 virtual handle 162
7.2.1 introducing sneakyinput 162
7.2.2 integrate sneakyinput 163
7.2.3 touch button to generate shooting 165
7.2.4 Add skin 166 for the button
7.2.5 control actions 169
7.2.6 digital control 171
7.3 summary of this Chapter 172
Chapter 4 Rolling Screen shooting game (Part 2) 8th
8.1 add bulletcache class 173
8.2 about enemies 177
8.3 entity class inheritance system 178
8.3.1 enemyentity class 179
8.3.2 enemycache 183
8.3.3 component 186
8.4 fire 189
8.5 million monsters, 190 million
8.6 summary of this Chapter 193
Chapter 1 particle effect 9th
9.1 particle effect example 195
9.2 create a particle effect using a complex method 198
9.2.1 inherit ccparticlesystem: point particle or square particle 199
9.2.2 ccparticlesystem attribute 202
9.3 particle designer 210
9.3.1 introduction to particle designer 210
9.3.2 particle effects generated by using particle designer 213
9.3.3 share particle effect 214
9.4 add particle effects to the shooting game 216
9.5 summary of this chapter 217
Chapter 2 tile map 10th
10.1 tile map introduction 219
10.2 use texturepacker to process images 222
10.3 tiled (QT) map editor 223
10.3.1 create a new tile map 223
10.3.2 design tile map 224
10.4 use right-angle tile map 227 in cocos2d
10.4.1 locate the touched tile 230
10.4.2 improved performance and readability by 232
10.4.3 object Layer 233
10.4.4 draw an object Layer rectangular 234
10.4.5 rolling tile map 237
10.5 summary of this chapter 238
Chapter 2 corner tile map 11th
11.1 design diagonal tile map image 242
11.2 use tiled to edit diagonal tile map 244
11.2.1 create a diagonal tile map 245
11.2.2 create a new diagonal tile set 246
11.2.3 basic rules for designing a diagonal tile map 246
11.3 apply diagonal tile map to game programming 248
11.3.1 Add a diagonal tile map 248 to cocos2d
11.3.2 set corner tile map 248 in cocos2d
11.3.3 positioned diagonal tile 250
11.3.4 rolling corner tile map 252
11.3.5 corner tile map Boundary Problem 253
11.3.6 increase the number of movable player roles by 255
11.4 add more content to the game 262
11.5 summary of this Chapter 263
Chapter 2 Physical engine 12th
12.1 basic concepts of physical engines 265
12.2 limitations of the physical engine 266
12.3 box2d and chipmunk 266
IOS 5 cocos2d game development practices (version 2nd)
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12.4 box2d 267
12.4.1 world 268 in box2d eyes
12.4.2 limit the moving range to 269 on the screen
12.4.3 conversion point 271
12.4.4 add box 272 in box2d
12.4.5 connection Genie and rigid body 273
12.4.6 collision detection 275
12.4.7 connect to rigid body 277
12.5 chipmunk 278
12.5.1 target chipmunk 278
12.5.2 construct chipmunk physical space 279
12.5.3 Add a box to a physical space: 280
12.5.4 add small box 281
12.5.5 update the box's genie 283
12.5.6 chipmunk collision practices 284
Joint 285 in 12.5.7 chipmunk
12.6 summary of this chapter 287
Chapter 2 bullet ball games 13th
13.1 graphics: Convex Polygon and counter-clockwise 289
13.2 use physicseditor 290
13.2.1 define the emitter shape 292
13.2.2 define the shape of the popup table as 293
13.2.3 define baffle 296
13.2.4 define the rebound and ball 297
13.2.5 save and release 297
13.3 compile a pinball game 298
13.3.1 bodynode 298
13.3.2 create a fl table 302
13.3.3 box2d debugging and drawing 307
13.3.4 add ball 308
13.3.5 force the ball up 310
13.3.6 Add a bounce 313
13.3.7 transmitter 314
13.3.8 baffle plate 323
13.4 summary of this chapter 326
Chapter 2 game center 14th
14.1 activate game center 329
14.1.1 create application 330 in iTunes connect
14.1.2 ranking and achievement 330
14.1.3 create cocos2d xcode project 331
14.1.4 configure xcode project 331
14.1.5 summary 334
14.2 game kit programming 335
14.2.1 gamekithelper delegate 335
14.2.2 check whether game center is available 336
14.2.3 Verify the identity of a local player: 337
14.2.4 block object 340
14.2.5 list of friends received by local players 341
14.2.6 ranking 343
14.2.7 348 achievements
14.2.8 online 352
14.2.9 send and receive 356 data
14.3 summary of this Chapter 360
Chapter 2 cocos2d and uikit view 15th
15.1 what is cocoa touch 361
15.2 use cocoa touch and cocos2d 362 at the same time
15.2.1 why cocoa touch and cocos2d are combined 362
15.2.2 limitations of mixed cocoa touch and cocos2d: 362
15.2.3 differences between cocoa touch and cocos2d: 363
15.3 Note: Your first uikit view in cocos2d is 364
15.4 embed the uikit view in the cocos2d application 367
Contents
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15.4.1 add view 367 in front of cocos2d View
15.4.2 use uiimage to change uitextfield skin 369
15.4.3 add view 371 after cocos2d View
15.4.4 add View Design Using interface builder 377
15.4.5 orientation problems in automatic rotation 380
15.5 embed the cocos2d view in the cocoa touch application 384
15.5.1 create a view-based application project with cocos2d 384
15.5.2 user interface for designing hybrid applications 387
15.5.3 start cocos2d engine 388
15.5.4 stop and restart cocos2d engine 390
15.5.5 change scenario 392
15.6 summary of this chapter 393
Chapter 2 kobold2d entry 16th
16.1 benefits of using kobold2d 396
16.1.1 use kobold2d 396
16.1.2 free kobold2d 396
16.1.3 simple upgrade of kobold2d 396
16.1.4 class library service 397
16.1.5 cross-platform 397 of kobold2d
16.2 kobold2d workspace 398
16.3 hello-kobold2d template project 399
16.3.1 helloworld project file 399
16.3.2 how does kobold2d start application 401
16.3.3 run helloworld 408 with isimulate
16.4 doodledrop 409 for Mac written using kkinput
16.5 use cocos3d to enter the 3D world 411
16.5.1 change of appdelegate class 411
16.5.2 cocos3d world 415
16.5.3 add cocos3d to the existing kobold2d project 417
16.6 summary of this chapter 418
Chapter 1 additional article 17th
17.1 other learning and work resources 419
17.1.1 for help 420
17.1.2 benefit 422 from the source code project
17.1.3 cocos2d podcast 427
17.1.4 tools 427
17.1.5 cocos2d reference application 428
17.2 game industry 430
17.2.1 cooperation with publishers 431
17.2.2 find freelancer 432
17.2.3 search for free art and audio 432
17.2.4 search for related tools 433
17.2.5 market 433
17.2.6 use more technologies to increase revenue by 436
17.3 summary of this Chapter 440

Source of this book: China Interactive publishing network

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