Mastering Cocos2d Game Development

Master game development with Cocos2d to develop amazing mobile games for iOS
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Mastering Cocos2d Game Development

Alex Ogorek

Master game development with Cocos2d to develop amazing mobile games for iOS
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Book Details

ISBN 139781784396718
Paperback290 pages

Book Description

Cocos2d is one of the world's leading 2D game development engines, letting game developers create awesome games with ease. Its multiplatform capabilities meet the demands of modern game development. If you want to dive into Cocos2d game development and create exciting, high quality games, this book is an advanced and reliable resource. Covering the most important game development tools, and guiding you through the development cycle of a complete 2D game, Mastering Cocos2d Game Development will build your confidence and inspire you to go further in game development.

Combining practical steps with detailed insights, this book will help you discover and learn a powerful approach to game development to create exceptional iOS games, tips to create cool content, and how to harness the unique power of Swift.

Table of Contents

Chapter 1: Refreshing Your Cocos2d Knowledge
Preparing the mindset
Choosing tools and getting started
Setting flexible, focused goals
Downloading the IDE and Source Code
Summary
Chapter 2: Failing Faster with Prototypes
File suffixes versus directories
Why prototype?
Getting a scene up and running
Creating buttons and text (labels)
Begin using sprite sheets with TexturePacker
Creating buttons via CCButton and CCLayout
Creating nodes and units (sprites)
Creating menus, scenes, and scene transitions
Where to go from here?
Summary
Chapter 3: Focusing on Physics
Learn how Chipmunk works
Setting up a project and creating basic objects
Setting gravity by tilting the device
Handling collisions in Chipmunk
Using Chipmunk for just collision detection
Summary
Chapter 4: Sound and Music
Prerequisites
Seeing the difference in audio types
Learning about OALSimpleAudio
Playing sound effects and loop background music
Modifying the sound effect on the fly
Other great sound places
Summary
Chapter 5: Creating Cool Content
Adding a table for scores
Adding subtle sliding to the units
Creating movements on a Bézier curve
Depth perception via device tilting
Three ways to make unit streamers or "ghosts"
Touchscreen controls versus D-pad adaptation (and why it matters so much to know this distinction)
Summary
Chapter 6: Tidying Up and Polishing
Button press visuals
Pulse on unit combine
Tutorial
Sharing on Facebook and Twitter (and more)
Turning sounds on and off
Game Center leaderboards
Slide transition
Summary
Chapter 7: Reaching Our Destination
Adding a default image
Icons
Analytics and user data
Preparing the app on iTunes Connect
Releasing the game and steps after it
Summary
Chapter 8: Exploring Swift
How Swift works
Learning Swift through Playgrounds
Creating a game in Swift instead of Objective-C
Summary

What You Will Learn

  • Prototype a game quickly and easily
  • Use the physics engine to apply forces and detect collisions
  • Engage your user with the best sound effects a game can have
  • Create interesting, engaging mechanics
  • Polish your game and make it worth playing
  • Explore the full functionality of Cocos2d through easy-to-follow examples and practical guidance designed to help you complete your own game development projects
  • Make use of Apple's new Swift language
  • Develop a high quality game for iOS
  • Understand the Cocos2d-Swift architecture and its main classes

Authors

Table of Contents

Chapter 1: Refreshing Your Cocos2d Knowledge
Preparing the mindset
Choosing tools and getting started
Setting flexible, focused goals
Downloading the IDE and Source Code
Summary
Chapter 2: Failing Faster with Prototypes
File suffixes versus directories
Why prototype?
Getting a scene up and running
Creating buttons and text (labels)
Begin using sprite sheets with TexturePacker
Creating buttons via CCButton and CCLayout
Creating nodes and units (sprites)
Creating menus, scenes, and scene transitions
Where to go from here?
Summary
Chapter 3: Focusing on Physics
Learn how Chipmunk works
Setting up a project and creating basic objects
Setting gravity by tilting the device
Handling collisions in Chipmunk
Using Chipmunk for just collision detection
Summary
Chapter 4: Sound and Music
Prerequisites
Seeing the difference in audio types
Learning about OALSimpleAudio
Playing sound effects and loop background music
Modifying the sound effect on the fly
Other great sound places
Summary
Chapter 5: Creating Cool Content
Adding a table for scores
Adding subtle sliding to the units
Creating movements on a Bézier curve
Depth perception via device tilting
Three ways to make unit streamers or "ghosts"
Touchscreen controls versus D-pad adaptation (and why it matters so much to know this distinction)
Summary
Chapter 6: Tidying Up and Polishing
Button press visuals
Pulse on unit combine
Tutorial
Sharing on Facebook and Twitter (and more)
Turning sounds on and off
Game Center leaderboards
Slide transition
Summary
Chapter 7: Reaching Our Destination
Adding a default image
Icons
Analytics and user data
Preparing the app on iTunes Connect
Releasing the game and steps after it
Summary
Chapter 8: Exploring Swift
How Swift works
Learning Swift through Playgrounds
Creating a game in Swift instead of Objective-C
Summary

Book Details

ISBN 139781784396718
Paperback290 pages
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