Creating Games with cocos2d for iPhone 2

Master cocos2d through building nine complete games for the iPhone with this book and ebook.
Preview in Mapt

Creating Games with cocos2d for iPhone 2

Paul Nygard

Master cocos2d through building nine complete games for the iPhone with this book and ebook.
Mapt Subscription
FREE
$29.99/m after trial
eBook
$18.90
RRP $26.99
Save 29%
Print + eBook
$44.99
RRP $44.99
What do I get with a Mapt Pro subscription?
  • Unlimited access to all Packt’s 5,000+ eBooks and Videos
  • Early Access content, Progress Tracking, and Assessments
  • 1 Free eBook or Video to download and keep every month after trial
What do I get with an eBook?
  • Download this book in EPUB, PDF, MOBI formats
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
What do I get with Print & eBook?
  • Get a paperback copy of the book delivered to you
  • Download this book in EPUB, PDF, MOBI formats
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
What do I get with a Video?
  • Download this Video course in MP4 format
  • DRM FREE - read and interact with your content when you want, where you want, and how you want
  • Access this title in the Mapt reader
$0.00
$18.90
$44.99
$29.99 p/m after trial
RRP $26.99
RRP $44.99
Subscription
eBook
Print + eBook
Start 30 Day Trial

Frequently bought together


Creating Games with cocos2d for iPhone 2 Book Cover
Creating Games with cocos2d for iPhone 2
$ 26.99
$ 18.90
Learning iPhone Game Development with Cocos2D 3.0 Book Cover
Learning iPhone Game Development with Cocos2D 3.0
$ 23.99
$ 16.80
Buy 2 for $34.30
Save $16.68
Add to Cart

Book Details

ISBN 139781849519007
Paperback388 pages

Book Description

Cocos2d for iPhone is a simple (but powerful) 2D framework that makes it easy to create games for the iPhone. There are thousands of games in the App Store already using cocos2d. Game development has never been this approachable and easy to get started.

"Creating Games with cocos2d for iPhone 2" takes you through the entire process of designing and building nine complete games for the iPhone, iPod Touch, or iPad using cocos2d 2.0. The projects start simply and gradually increase in complexity, building on the lessons learned in previous chapters. Good design practices are emphasized throughout.

From a simple match game to an endless runner, you will learn how to build a wide variety of game styles.

You will learn how to implement animation, actions, create “artificial randomness”, use the Box2D physics engine, create tile maps, and even use Bluetooth to play between two devices.

"Creating games with cocos2d for iPhone 2" will take your game building skills to the next level.

Table of Contents

Chapter 1: Thanks for the Memory Game
The project is...
Let's build a menu
We need sprites
On to the playfield
The flow of the game
A stack of tiles
Adding interactivity
Scoring and excitement
Animating the score
Summary
Chapter 2: Match 3 and Recursive Methods
The project is…
Basic gem interaction
Building the playfield
Checking for matches
Checking moves
Predictive logic
Artificial randomness
Summary
Chapter 3: Thumping Moles for Fun
The project is…
Defining a molehill
Making a molehill
Mole spawning
Combining actions and animation
Touching moles
Tying it together
Summary
Chapter 4: Give a Snake a Snack…
The project is…
Building a better snake
Moving the snake
Building the environment
Collisions and eating
Levels and difficulties
The main loop
But…how do we control the snake?
Summary
Chapter 5: Brick Breaking Balls with Box2D
The project is…
Box2D – a primer
On to the game!
Setting everything in motion
Paddling around
Storing player data
Building bricks
Breaking bricks, for real
Power-ups, good and bad
Summary
Chapter 6: Cycles of Light
The game is…
Design review
Let's build a bike
Building walls
Bike movement
Control buttons
Building the background grid
The playfield
Bluetooth multiplayer
Summary
Chapter 7: Playing Pool, Old School
The game is…
Overall design
Building the table
Loading the rules
Rack 'em up
Player HUD
Collision handling
Building the control base
The rules engine
Putting balls back
Checking the table
The playfield init method
Summary
Chapter 8: Shoot, Scroll, Shoot Again
The game is…
Design review
Tiled – a primer
Implementing the tilemap
Adding our hero
Controlling the hero with SneakyJoystick
Building the HUD
Scene construction
Tile helper methods
Smarter hero walking
Time for bullets
Building the enemy
Collision handling
Game over, man
Smarter enemies
Summary
Chapter 9: Running and Running and Running...
The game is...
Design review
Building the ground
Parallax background
Our hero
Touch controls
Shooting bullets
Enemies everywhere
Collision handling
Summary

What You Will Learn

  • Control sprites with touch, joysticks, and tilt controls
  • Use sprite sheets, particles, and plists effectively
  • Learn multiple approaches to solve common challenges
  • Integrate cocos2d with the Box2D physics engine
  • Use third-party programs for joystick control, tile maps, and more
  • Implement Bluetooth to play across multiple devices
  • Learn game-specific A.I. design methodologies

Authors

Table of Contents

Chapter 1: Thanks for the Memory Game
The project is...
Let's build a menu
We need sprites
On to the playfield
The flow of the game
A stack of tiles
Adding interactivity
Scoring and excitement
Animating the score
Summary
Chapter 2: Match 3 and Recursive Methods
The project is…
Basic gem interaction
Building the playfield
Checking for matches
Checking moves
Predictive logic
Artificial randomness
Summary
Chapter 3: Thumping Moles for Fun
The project is…
Defining a molehill
Making a molehill
Mole spawning
Combining actions and animation
Touching moles
Tying it together
Summary
Chapter 4: Give a Snake a Snack…
The project is…
Building a better snake
Moving the snake
Building the environment
Collisions and eating
Levels and difficulties
The main loop
But…how do we control the snake?
Summary
Chapter 5: Brick Breaking Balls with Box2D
The project is…
Box2D – a primer
On to the game!
Setting everything in motion
Paddling around
Storing player data
Building bricks
Breaking bricks, for real
Power-ups, good and bad
Summary
Chapter 6: Cycles of Light
The game is…
Design review
Let's build a bike
Building walls
Bike movement
Control buttons
Building the background grid
The playfield
Bluetooth multiplayer
Summary
Chapter 7: Playing Pool, Old School
The game is…
Overall design
Building the table
Loading the rules
Rack 'em up
Player HUD
Collision handling
Building the control base
The rules engine
Putting balls back
Checking the table
The playfield init method
Summary
Chapter 8: Shoot, Scroll, Shoot Again
The game is…
Design review
Tiled – a primer
Implementing the tilemap
Adding our hero
Controlling the hero with SneakyJoystick
Building the HUD
Scene construction
Tile helper methods
Smarter hero walking
Time for bullets
Building the enemy
Collision handling
Game over, man
Smarter enemies
Summary
Chapter 9: Running and Running and Running...
The game is...
Design review
Building the ground
Parallax background
Our hero
Touch controls
Shooting bullets
Enemies everywhere
Collision handling
Summary

Book Details

ISBN 139781849519007
Paperback388 pages
Read More

Read More Reviews

Recommended for You

Kinect for Windows SDK Programming Guide Book Cover
Kinect for Windows SDK Programming Guide
$ 26.99
$ 18.90
Unity 4 Game Development HOTSHOT Book Cover
Unity 4 Game Development HOTSHOT
$ 29.99
$ 21.00
Google SketchUp for Game Design: Beginner's Guide Book Cover
Google SketchUp for Game Design: Beginner's Guide
$ 26.99
$ 18.90
Learning ShiVa3D Game Development Book Cover
Learning ShiVa3D Game Development
$ 14.99
$ 10.50
Unity Multiplayer Games Book Cover
Unity Multiplayer Games
$ 26.99
$ 18.90
Monkey Game Development: Beginner's Guide Book Cover
Monkey Game Development: Beginner's Guide
$ 29.99
$ 21.00