Learn iPhone and iPad cocos2d Game Development

By Steffen Itterheim

Learn iPhone and iPad cocos2d Game Development Cover Image

Learn iPhone and iPad cocos2D Game Development introduces the cocos2d iPhone game engine and its related tools.

Full Description

  • ISBN13: 978-1-4302-3303-9
  • 416 Pages
  • User Level: Beginner to Intermediate
  • Publication Date: December 1, 2010
  • Available eBook Formats: EPUB, MOBI, PDF
  • Print Book Price: $39.99
  • eBook Price: $27.99
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Related Titles

Full Description

Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others.

The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading.

It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary.

What you’ll learn

  • Familiarity with the core cocos2d game engine API and the Box2d physics engine
  • Understanding of the process and best practices of game development, in the context of cocos2d and its related tools
  • Enthusiasm and excitement to create your own games paired with a realization that you are able to create games which can compete on the App Store
  • Where to go from here: further information and alternative implementations

Who this book is for

The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.

Check out the forum for Learn iPhone and iPad cocos2D Game Development: http://cocos2d-central.com

Table of Contents

Table of Contents

  1. Introduction
  2. Getting Started
  3. Essentials
  4. Your First Game
  5. Game Building Blocks
  6. Sprites In-Depth
  7. Scrolling with Joy
  8. Shoot ’em Up
  9. Particle Effects
  10. Working with Tilemaps
  11. Isometric Tilemaps
  12. Physics Engines
  13. Pinball Game
  14. Game Center
  15. Out of the Ordinary
Source Code/Downloads

Downloads are available to accompany this book.

Your operating system can likely extract zipped downloads automatically, but you may require software such as WinZip for PC, or StuffIt on a Mac.

Errata

Please Login to submit errata.

On page 42:
Figure 3-1 and 3-2 are flipped: 3-1 displays the class hierachy but should display the scene graph, and vice versa.

On page 60:
In Figure 3-4, the arrow pointing at the Cocos2D icon reads "CCMenuItemImage". It should instead read "CCMenuItemSprite", as it is a CCMenuItemSprite that is used in the related source code.

On page 81:
In
-(void) resetSpiders
{
...
[self schedule:@selector(spidersUpdate:) interval:0.7f];
}

should be
-(void) resetSpiders
{
...
[self schedule:@selector(spidersUpdate:) interval:0.7f];

// reset the moved spiders counter and spider move duration (affects spider's speed)
numSpidersMoved = 0;
spiderMoveDuration = 4.0f;

}

On page 118:

If I am correct, in Listing 6-1, the 4th line should read:

[batch addChild:sprite];

On page 144:
Int numSprite;s

shouldn't it be: note lower case "i" and no "s"

int numSprites;

also this is not in the source code