Cocos2d for iPhone 1 Game Development Cookbook
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- Discover advanced Cocos2d, OpenGL ES, and iOS techniques spanning all areas of the game development process
- Learn how to create top-down isometric games, side-scrolling platformers, and games with realistic lighting
- Full of fun and engaging recipes with modular libraries that can be plugged into your project
Book Details
Language : EnglishPaperback : 446 pages [ 235mm x 191mm ]
Release Date : December 2011
ISBN : 1849514003
ISBN 13 : 9781849514002
Author(s) : Nathan Burba
Topics and Technologies : All Books, Cookbooks, Games
Table of Contents
PrefaceChapter 1: Graphics
Chapter 2: User Input
Chapter 3: Files and Data
Chapter 4: Physics
Chapter 5: Scenes and Menus
Chapter 6: Audio
Chapter 7: AI and Logic
Chapter 8: Tips, Tools, and Ports
Index
- Chapter 1: Graphics
- Introduction
- Drawing sprites
- Coloring sprites
- Animating sprites
- Drawing OpenGL primitives
- Playing video files
- Grid, particle, and motion streak effects
- Using Retina Display mode
- 1D and 2D Ease Actions
- Rendering and texturing 3D shapes
- Rendering a texture-filled polygon
- Animating a texture-filled polygon
- Swapping palettes using layers
- Swapping palettes using CCTexture2DMutable
- Using AWTextureFilter for blur and font shadows
- Taking and using screenshots
- Using CCParallaxNode
- Lighting using glColorMask
- Chapter 2: User Input
- Introduction
- Tap, hold, and drag input
- Depth testing input
- Creating buttons
- Creating a directional pad
- Creating an analog stick
- Using the accelerometer for steering
- Using the accelerometer for 3D rotation
- Pinch zooming
- Performing gestures
- Chapter 3: Files and Data
- Introduction
- Reading PLIST data files
- Reading JSON data files
- Reading XML data files
- Saving simple data using NSUserDefaults
- Archiving objects into archive files
- Mutating nested metadata
- Saving data into a PLIST file
- Saving data into an SQLite database
- Saving data using Core Data
- Chapter 4: Physics
- Introduction
- Box2D setup and debug drawing
- Creating collision response routines
- Using different shapes
- Dragging and collision filtering
- Manipulating physical properties
- Applying impulses
- Applying forces
- Asynchronous body destruction
- Using joints
- Creating a vehicle
- Character movement
- Simulating bullets
- Simulating and rendering a rope
- Creating a top-down isometric game engine
- Chapter 5: Scenes and Menus
- Introduction
- Switching scenes
- Transitioning between scenes
- Using CCLayerMultiplex
- Using CCLabel
- Using CCMenu
- Creating shadowed menu labels
- UIKit alert dialogs
- Wrapping UIKit
- Creating draggable menu windows
- Creating a horizontal scrollable menu
- Creating a vertical sliding menu grid
- Creating a loading screen with an indicator
- Creating a minimap
- Chapter 6: Audio
- Introduction
- Playing sounds and music
- Modifying audio properties
- Fading sounds and music
- Using audio in a game
- Using positional audio in a game
- Metering background music
- Metering dialogue for animation
- Streaming audio
- Recording audio
- Using the iPod music library
- Creating a MIDI synthesizer
- Speech recognition and text-to-speech
- Chapter 7: AI and Logic
- Introduction
- Processing AI waypoints
- Firing projectiles at moving targets
- AI line of sight
- AI flocking using Boids
- A* pathfinding on a grid
- A* pathfinding in a Box2D world
- A* pathfinding on a TMX tilemap
- A* pathfinding in a side-scroller
- Running a Lua script
- Dynamically loading Lua scripts
- Using Lua for dialogue trees
- Chapter 8: Tips, Tools, and Ports
- Introduction
- Accessing the Cocos2d-iPhone testbed
- Packing textures using Zwoptex
- Creating levels using Tiled
- Creating levels using JSONWorldBuilder
- Creating scenes with CocosBuilder
- Using Cocos2d-X
- Using Cocos3d
- Releasing your app
Nathan Burba
Code Downloads
Download the code and support files for this book.
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Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Render, manipulate, animate, and optimize Cocos2d sprites, primitives and particles
- Learn advanced graphical techniques including 2D lighting, rendering textured polygons, and drawing 3D primitive shapes
- Use third party libraries for data, networking, and more
- Gain a deep understanding of the Box2D physics engine
- Create multiplayer networked games and games with intelligent AI actors
- Learn tips, tricks, and best practices used by professional game developers
Cocos2d for iPhone is a robust but simple-to-use 2D game framework for iPhone. It is easy to use, fast, flexible, free, and Appstore approved. More than 2500 AppStore games already use it, including many best-seller games. Do you want to take your cocos2d game development skills to the next level and become more professional in cocos2d game design?
Cocos2d for iPhone 1 Game Development Cookbook will help you reach that next level. You will find over 100 recipes here that explain everything from the drawing of a single sprite to AI pathfinding and advanced networking. Full working examples are emphasized.
Starting with the first chapter, Graphics, you will be taken through every major topic of game development. You will find both simple and complex recipes in the book.
Each recipe is either a solution to a common problem (playing video files, accelerometer steering) or a cool advanced technique (3D rendering, textured polygons).
This cookbook will have you creating professional quality iOS games quickly with its breadth of working example code.
This book is full of fun and engaging recipes with modular libraries that can be plugged into your project. Each recipe consists of explained code accompanied by screenshots for your understanding.
If you want to elevate your basic Cocos2d project to the next level, this is the book for you. Some understanding of Objective-C and Cocos2d is recommended. People with some programming experience may also find this book useful.

