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Learning Cocos2d: A Hands-On Guide to Building IOS Games with Cocos2d, Box2d, and Chipmunk (Developer's Library)

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Learning Cocos2d: A Hands-On Guide to Building IOS Games with Cocos2d, Box2d, and Chipmunk (Developer's Library) Cover

 

Synopses & Reviews

Publisher Comments:

Build the Next Great iOS Game with Cocos2D!

 

Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy.

 

Learning Cocos2D walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you’ll learn everything you need to know about Cocos2D so you can create the next killer iOS game.

 

Download the free version of Space Viking from the App Store today! Help Ole find his way home while learning how to build the game.

 

As you build Space Viking, you’ll learn how to

 

  • Install and configure Cocos2D so it works with Xcode 4
  • Build a complete 2D action adventure game with Cocos2D
  • Add animations and movement to your games
  • Build your game’s main menu screen for accessing levels
  • Use Cocos2D’s Scheduler to make sure the right events happen at the right times
  • Use tile maps to build scrolling game levels from reusable images
  • Add audio and sound effects with CocosDenshion—Cocos2D’s sound engine
  • Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines
  • Add amazing effects to your games with particle systems
  • Leverage Game Center in your game for achievements and leader boards
  • Squeeze the most performance from your games along with tips and tricks

About the Author

Rod Strougo is the founder and lead developer of the studio Prop Group at www.prop.gr. Rod’s journey in physics and games started way back with an Apple ][, writing games in Basic. From the early passion in games, Rod’s career moved to enterprise software development, spending 10 years writing software for IBM and recently for a large telecom company. These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons.

 

Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com.

Table of Contents

Ve>

Preface

Acknowledgments

About the Authors

 

Part I: Getting Started with Cocos2D

Chapter 1: Hello, Cocos2D

Chapter 2: Hello, Space Viking

Chapter 3: Intro to Cocos2D Animations and Actions

Chapter 4: Simple Collision Detection and the First Enemy

 

Part II: More Enemies and More Fun

Chapter 5: More Actions, Effects, and Cocos2D's Scheduler

Chapter 6: Text, Fonts, and the Written Word

 

Part III: From Level to Game

Chapter 7: Creating Scenes: Building the Main Menu, Level Completed, and Credits

Chapter 8: Pump Up the Volume!

Chapter 9: When the World Gets Bigger (Adding Scrolling)

 

Part IV: Physics Engines

Chapter 10: Basic Game Physics: Adding Realism with Box2D

Chapter 11: Intermediate Game Physics: Modeling, Racing, and Leaping

Chapter 12: Advanced Game Physics: Even Better Than the Real Thing

Chapter 13: The Chipmunk Physics Engine (No Alvin Required)

 

Part V: Particle Systems, GameCenter, and Performance

Chapter 14: Particle Systems: Creating Fire, Snow, Ice, and More

Chapter 15: Achievements and Leaderboards with GameCenter

Chapter 16: Performance Optimizations

Chapter 17: Conclusion

 

Appendix A: Principle Classes of Cocos2D

 

Index

Product Details

ISBN:
9780321735621
Author:
Strougo, Rod
Publisher:
Addison-Wesley Professional
Author:
Wenderlich, Ray
Subject:
Data Transmission Systems - General
Subject:
Networking - General
Subject:
General-General
Copyright:
Edition Description:
Trade paper
Series:
Learning
Publication Date:
20110708
Binding:
TRADE PAPER
Language:
English
Pages:
640
Dimensions:
8.9 x 6.98 x 1.275 in 1141 gr

Related Subjects

» Computers and Internet » Computers Reference » General
» Computers and Internet » Mobile and Handheld Devices » Apple
» Computers and Internet » Mobile and Handheld Devices » iPhone
» Computers and Internet » Networking » General
» Computers and Internet » Programming » Apple Programming
» Computers and Internet » Software Engineering » Game Design

Learning Cocos2d: A Hands-On Guide to Building IOS Games with Cocos2d, Box2d, and Chipmunk (Developer's Library) Used Trade Paper
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