
Cocos2d for iPhone 0.99 Beginner's Guide.
Title:
Cocos2d for iPhone 0.99 Beginner's Guide.
Author:
Ruiz, Pablo.
ISBN:
9781849513173
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (464 pages)
Contents:
Cocos2d for iPhone 0.99 Beginner's Guide -- Table of Contents -- Cocos2d for iPhone 0.99 Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who is this book for? -- What games will you be making in this book? -- Coloured Stones -- AerialGun -- Totem balance -- Cocos2d open source and commercial projects -- ABC123 -- DeBlock -- Gorillas -- Grabbed -- Pusher -- Thrown -- Tweejump -- Sapus Tongue -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Getting Started with Cocos2d -- Downloading Cocos2d for iPhone -- Time for action - opening the samples project -- What just happened? -- Have a go hero - trying out the rest of the samples -- Installing the templates -- Time for action - installing the templates -- What just happened? -- Creating a new project from the templates -- Time for action - creating a HelloCocos2d project -- What just happened? -- Managing the game with the CCDirector -- Types of CCDirectors -- Time for action - taking a first look at the HelloCocos2dAppDelegate -- What just happened? -- Scene management -- Doing everything with CCNodes -- Time for action - peeking at the HelloWorldScene class -- What just happened -- CCNodes properties -- Handling CCNodes -- Have a go hero - doing more with the HelloWorldScene Class -- Checking your timing -- Time for action - using timers to make units shoot each second -- What just happened? -- Delaying a method call -- Time for action - destroying your units -- What just happened? -- Debugging cocos2d applications -- Time for action - checking Cocos2d debug messages -- What just happened? -- Time for action - checking deallocing messages -- What just happened? -- Time for action - knowing your errors -- What just happened?.
Time for action - removing debug messages -- What just happened? -- Summary -- 2. Playing with Sprites -- Making a puzzle game -- Beginning a new project -- Time for action - creating a new project -- What just happened? -- Displaying images with CCSprites -- Time for action - adding a background image to the game -- What just happened? -- Creating CCSprites -- Pixel formats -- More ways of creating CCSprites -- Time for action - creating the Stone class -- What just happened? -- Creating the game board -- Time for action - placing stones in the grid -- What just happened? -- Have a go hero - finding another way to place the stones -- Interacting with sprites -- Time for action - registering the stones for receiving touches -- What just happened? -- Time for action - handling touches for swapping stones -- What just happened? -- Have a go hero - canceling the swap -- Time for action - swapping the stones around -- What just happened? -- Have a go hero - doing more with the CCTouchDispatcher -- Time for action - checking for matches -- What just happened? -- Making them fall! -- Time for action - refilling the grid -- What just happened? -- Analyzing the logic -- Playing with CCSprite's properties -- Time for action - making a time bar -- What just happened? -- Changing a sprite's texture at runtime -- Time for action - changing textures on the fly -- What just happened? -- The CCTextureCache -- Pop Quiz - sprites -- Using Spritesheets -- Time for action - creating sprites from Spritesheets -- What just happened? -- Have a go hero - changing the rest of the elements -- Creating Spritesheets with zwoptex -- Time for action - creating more colored stones with Spritesheets -- What just happened? -- Preloading images -- Time for action - preloading your images -- What just happened? -- Making OpenGl Calls.
Time for action - selecting a stone for swapping -- What just happened? -- Summary -- 3. Let's Do Some Actions -- Basic actions -- Time for action - animating the stone falling -- What just happened? -- Using other basic actions -- Time for action - destroying stones with actions -- What just happened? -- Time for action - tinting the time bar -- What just happened? -- Have a go hero - applying actions all over the game -- Composition actions -- Time for action - making a nice disappear effect -- What just happened? -- More composition actions -- Time for action - making stones fall and grow -- What just happened? -- Time for action - animating the grid -- What just happened? -- Pop quiz - actions -- Ease actions -- Time for action - modifying animations with ease actions -- What just happened? -- Effect actions -- Time for action - making the background shake when matching five stones -- What just happened? -- Applying a single action to multiple CCNodes -- Special actions -- Time for action - ready, set, go! -- What just happened? -- Have a go hero - telling the player that he lost -- Using CCCallFuncND -- Time for action - telling the player he lost -- What just happened? -- Animations -- Time for action - animating the stones -- What just happened? -- CCSpriteFrame and the CCSpriteFrameCache -- The CCAnimation class -- Have a go hero - breaking the stones -- Summary -- 4. Pasting Labels -- Using CCLabels -- Time for action - first time tutorials -- What just happened? -- Have a go hero - improving the Tutorial class -- Displaying texts with CCLabelAtlas -- Time for action - displaying and updating scores with CCLabelAtlas -- What just happened? -- Creating texts with CCBitmapFontAtlas -- Time for action - showing feedback -- What just happened? -- Time for action - running actions on texts -- What just happened?.
Making your own BitmapFontAtlas with BM Font tool -- Time for action - creating your own Bitmap font -- What just happened? -- Pop Quiz -- Wrapping up the game -- Summary -- 5. Surfing through Scenes -- Aerial Gun, a vertical shooter game -- Creating new scenes -- Time for action - creating the splash and main menu scene -- What just happened? -- Transitioning through scenes -- Time for action - moving through scenes in a nice way -- What just happened? -- Implementing the game logic -- Preparing for the game -- Making a hero -- Time for action - creating the hero class -- What just happened? -- Making yourself some enemies -- Time for action - throwing enemies at your hero -- What just happened? -- Have a go hero - enhancing the enemies behavior -- Forging some bullets -- Time for action - creating and reusing bullets -- What just happened? -- Have a go hero - upgrading your firepower -- Handling accelerometer input -- Time for action - moving your hero with the accelerometer -- What just happened? -- Handling touches on layers -- Time for action - firing the bullets -- What just happened? -- Detecting collisions -- Time for action - shooting down your enemies -- What just happened? -- Time for action - losing your life -- What just happened? -- Adding more layers to scenes -- Time for action - creating a HUD to display lives and the score -- What just happened? -- Have a go hero - creating a Game Over screen -- Time for action - creating a pause menu -- What just happened? -- Time for action - pausing the game while inactive -- What just happened? -- Pop quiz - scenes and layers -- Summary -- 6. Menu Design -- Creating a simple menu -- Time for action - adding a menu with texts to the main scene -- What just happened? -- Have a go hero - moving CCMenuItems around -- Using image menu items -- Time for action - adding a difficulty selection screen.
What just happened? -- Animating menu items -- Time for action - animating the main menu -- What just happened? -- Using toggle menu items -- Time for action - creating the options menu -- What just happened? -- Pop Quiz - menu items -- Saving and loading preferences -- Time for action - persisting options data -- What just happened? -- Have a go hero - loading and using your saved data -- Summary -- 7. Implementing Particle Systems -- Taking a look at the prebuilt particle systems -- Time for action - running the particle test -- What just happened? -- Time for action - analyzing the ParticleMeteor system -- What just happened? -- Particle system properties -- Implementing particle systems in your game using Gravity mode -- CCPointParticleSystem -- CCQuadParticleSystem -- Time for action - making bombs explode -- What just happened? -- Have a go hero - giving the sense of motion -- Using the radius mode -- Time for action - hurting your enemies -- What just happened? -- Changing the way particle systems move -- Using Particle Designer to create particle systems -- Time for action - creating a smoke trail -- What just happened? -- Pop quiz - particle systems -- Summary -- 8. Familiarizing Yourself with Tilemaps -- Using tilemaps -- Creating tilemaps with Tiled -- Time for action - creating your first map -- What just happened? -- Loading tilemaps in Cocos2d -- Time for action - using tilemaps in Cocos2d -- What just happened? -- Time for action - running actions on layers -- What just happened? -- Time for action - reaching the end of the level -- What just happened? -- Time for action - fixing black gaps and glitches -- What just happened? -- Pop quiz -- Using layers to hold objects -- Time for action - adding object layers in tiled -- What just happened? -- Time for action - retrieving objects in Cocos2d -- What just happened?.
Have a go hero - creating enemies spawn points.
Abstract:
Make mind-blowing 2D games for iPhone with this fast, flexible, and easy-to-use framework!.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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Electronic Access:
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