Cocos2D Game Development Essentials : For New Users - a Quickstart Guide to Bringing Your Mobile Game Ideas to Life with Cocos2D.
Material type:
- text
- computer
- online resource
- 9781784391294
- GV1469.3.T746 2015eb
Intro -- Cocos2D Game Development Essentials -- Table of Contents -- Cocos2D Game Development Essentials -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Getting Started with Cocos2d -- An introduction to Cocos2d -- Installing Cocos2d -- Installing Cocos2d with the installer -- Creating a Hello World project -- Installation for Android -- Template project code breakdown -- IntroScene.m -- The HelloWorldScene.m class -- Summary -- 2. Nodes, Sprites, and Scenes -- The building blocks, nodes -- Children nodes -- Adding children -- Removing children -- Drawing order of the children nodes -- Working with multiple coordinate systems -- Sprites -- Putting it into practice -- Adding nodes to the scene -- Detecting touches and responding -- The next step -- The Cocos2d update loop -- Scenes -- Scene life cycle -- Creating a CCScene -- Transitioning to another scene -- Putting it into practice -- Summary -- 3. SpriteBuilder -- Creating a new project -- The Main editor window -- The Resource pane -- The Options pane -- The Timeline pane -- Creating Flappy Square -- Creating a new scene/layer -- Linking to a SpriteBuilder scene in code -- Enabling physics in SpriteBuilder -- Connecting SpriteBuilder objects to Xcode properties -- Creating reusable components -- Moving obstacles across the screen -- Detecting collisions -- The next step -- Summary -- 4. Animation with SpriteBuilder -- Adding sprites to SpriteBuilder -- Creating sprite frame animations.
Switching out the obstacle image -- Particle systems -- Designing a particle system for our character -- Adding a SpriteBuilder particle system in code -- Final polish to Flappy Bird -- Keyframe animation in SpriteBuilder -- Animation in code -- Moving, scaling, and rotating -- Chaining actions together -- Running actions simultaneously -- Repeating actions -- Running code on completion of an animation -- Summary -- 5. User Interaction and Interface -- Detecting touches -- Getting the touch location -- Dragging a node -- Adding buttons to your scene -- Accepting user input with form elements -- Presenting data in a table with CCTableView -- Creating a CCTableView data source -- Adding a CCTableView node to the scene -- Summary -- 6. Physics Engines -- Introducing physics engines -- Adding joints -- Adding a sprite joint -- Dragging an object against a spring joint -- Firing objects from the catapult -- Creating a motor -- The next step -- Summary -- Index.
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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