Basic information of IOS cocos2d 2 game development practice (version 3rd) original title: Learn cocos2d 2: Game Development for iOS Author: (US) Steffen itterheim Andreas low Translator: tongji University Apple club series name: mobile development classic series Publishing House: Tsinghua University Press ISBN: 9787302318927 Release Date: May 2013 Release Date: 16 open page: 1 release: 3-1 category: computer> Software and programming> mobile development> iPhone, more about it, IOS cocos2d 2 game development practices (version 3rd) IOS cocos2d 2 game development practices (version 3rd) chapter 1st introduction to 11.1 version of the new content 3rd choice IOS cocos2d reason 31.2.1 free 31.2.2 open source 41.2.3 objective-c41.2.4 2D game engine 41.2.5 physical engine 41.2.6 low technical difficulty 51.2.7 still need programming 51.2.8 superb cocos2d community 51.3 why to use kobold2d to replace cocos2d-iphone61.4 other cocos2d game engine 61.5 book readers 71.6 read the premise 81.6.1 programming experience 81.6.2 objective-c81.7 book content 91.7.1 iOS game development novice will learn what 9.1.7.2 iOS app developers will learn what 101.7.3 cocos2d developers will learn what section 101.8 introduces the source code of 101.9 books 111.10 problems and feedback 12 Chapter 12 Chapter 2nd getting started 132.1 preparations 132.1.1 system requirements 132.1.2 register as IOS developer 142.1.3 certificates and authorization files 142.1.4 download and install xcode and iOS sdk152.1.5 download cocos2d or idea install idea create kobold2d project 162.1.8 install cocos2d and xcode Project template 182.1.9 create cocos2d project method 192.1.10 how to support arc212.2 cocos2d and kobold2d in cocos2d Project application profiling 282.3 support for Arc memory management 342.4 change the world 352.5 you should also know 372.5.1 iOS device 372.5.2 about memory usage 382.5.3 IOS simulator 392.5.4 about performance and log 402.6 Chapter 41 chapter 3rd basic knowledge 433.1 cocos2d scenario diagram 433.2 ccnode class hierarchy 463.3 ccnode class 473.3.1 node processing method 473.3.2 action processing method 483.3.3 message scheduling 493.4 director class, scenario and layer 533.4.1 direclass 533.4.2 ccscene class 533.4.3 scenario and memory 543.4.4 promotion and pop-up scenario 553.4.5 cctransitionscene class 563.4.6 cclayer class 583.5 ccsprite class 643.6 cclabelttf class 653.7 menu 663.8 action 713.8.1 delayed action 723.8.2 instantaneous action 773.9 direction, example, test, API reference 803.10 chapter summary 86 chapter 4th your first game 874.1 create doodledrop project 884.2 start from a cocos2d project that supports arc 884.3 create doodledrop scenario 904.4 add player sprite934.5 accelerator input 964.6 first test run 974.7 player speed 974.8 add obstacle 1004.9 collision detection 1054.10 tag and bitmap font 20174.10.1 add score tag 4104.10.2 cclabelbmfont introduction 4104.10.3 use glyph designer to create bitmap font 1094.11 play audio 1114.12 iPad development considerations 1134.12.1 support Retina ipad1134.12.2 for HD display single common application or two independent application 1134.12.3 limited support device 1144.13 Chapter 115 chapter 5th game components 1175.1 multiple scenarios 1175.1.1 add multiple scenarios 1175.1.2 is load the next section, please be prepared 1205.2 use multiple layers 1225.2.1 the best way to implement the level 1285.2.2 cclayercolor and cclayergradient1295.3 inherit game objects from the ccsprite class 1305.4 use ccsprite compound game object 1315.5 the wonderful ccnode derived class 1355.5.1 skip this chapter summary Chapter 141 learn more about how to use sprites01 sample project 6th genie animation first experience 1436.1 auxiliary category for creating an animation 1436.2 what is texture Atlas 1586.5.2 texturepacker tool introduction 1586.5.3 texturepacker preparation project 1596.5.4 use texturepacker to create texture Atlas 1606.5.5 use texture Atlas 1636.5.6 improvement ccanimation helper category in cocos2d placement of all images in a texture Atlas 1666.6 summary 167 chapter Rolling Screen shooting game (I) 1697.1 advanced parallax scrolling 1697.1.1 create the background as a stripe 1697.1.2 in the Code and recreate the background 1717.1.3 the speed factor 1757.1.5 for moving the background to achieve infinite scrolling of the background 1777.1.6 eliminate flickering 1807.1.7 repeated textures 1817.2 virtual handle 1827.2.1 introduction to sneakyinput 1827.2.2 triggered shooting by the touch button 1857.2.3 added skin for the button 1877.2.4 control action 1897.2.5 digital control 1927.3 summary of this Chapter 193 chapter Rolling Screen shooting game (below) 1958.1 add bulletcache class 1958.2 add enemy 2028.2.1 enemy class 2038.2.2 enemycache class 2088.3 component class 2128.4 fire 2158.5 monster lifecycle 2188.6 summary Chapter 221 particle effect 9th particle effect instance 2239.1 Complex method To create a particle effect 2269.2.1 inherit the ccparticlesystem2279.2.2 ccparticlesystem attribute 2299.3 particle designer2389.3.1 particle designer introduction 2389.3.2 use particle designer to generate a particle effect 2409.3.3 share particle effect 2419.4 Add a particle effect 2439.5 Conclusion 245 10th chapter tile map 24710.1 tile map introduction 24710.2 use texturepacker to process images 25010.3 tiled (QT) map editor 25110.3.1 create a new tile map 25110.3.2 design tile map 25410.4 use a right-angle tile map 25610.4.1 in cocos2d to locate the touched tile 26010.4.2 use an object Layer 26310.4.3 draw an object Layer rectangle 42510.4.4 scroll tile map 26610.5 chapter 1 Chapter 268 corner tile map 11th design corner tile map graphics 26911.1 use tiled to edit corner tile map 27211.2.1 create corner tile map 27211.2.2 create a new corner tile set 27411.2.3 design the basic corner tile Map rule 27411.3 apply the diagonal tile map to game programming 27611.3.1 load the diagonal tile map 27611.3.2 in cocos2d set the diagonal tile map 27611.3.3 positioning diagonal tile 27811.3.4 rolling diagonal tile map 28111.3.5 diagonal tile map in cocos2d boundary issue 28211.3.6 add movable gamer roles 28511.4 add more content to the game 29311.5 summary of this chapter 294 chapter 12th physical engine 29512.1 basic concepts of physical engines 29512.2 limitations of physical engines 29612.3 box2d and chipmunk29612.4 box2d29712.4.1 box2d eye