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Learning Cocos2d: A Hands-On Guide to Building IOS Games with Cocos2d, Box2d, and Chipmunk (Developer's Library)by Rod Strougo
Synopses & Reviews
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
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
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
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