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Steffen Itterheim - Learn cocos2d 2: Game Development for iOS

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Steffen Itterheim Learn cocos2d 2: Game Development for iOS

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Create compelling 2D games with Learn cocos2d 2: Game Development with iOS. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you:

  • The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
  • How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
  • How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
  • The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua.

Best of all, this book will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the new cocos2d 2 game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others.
This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the authors improved cocos2d game engine (Kobold2D), and even helps you enhance your games marketability on the App Store.

What youll learn
  • The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
  • How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
  • How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
  • The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua.
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.

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. Best Tools for cocos2d Development
  16. Kobold2D Fundamentals
  17. Out of the Ordinary

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Learn cocos2d 2 Game Development for iOS - image 1

Learn cocos2D 2

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Steffen Itterheim

Andreas Lw

Learn cocos2d 2 Game Development for iOS - image 4

Learn cocos2D 2

Copyright 2012 by Steffen Itterheim and Andreas Lw

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13 (pbk): 978-1-4302-4416-5

ISBN-13 (electronic): 978-1-4302-4417-2

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

President and Publisher: Paul Manning

Lead Editor: Steve Anglin

Development Editor: Tom Welsh

Technical Reviewers: Boon Chew & Tony Hillerson

Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Morgan Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade, Tom Welsh

Coordinating Editor: Brigid Duffy

Copy Editors: Corbin Collins

Compositor: SPi Global

Indexer: SPi Global

Artist: SPi Global

Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media, LLC., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com , or visit www.springeronline.com.

For information on translations, please e-mail rights@apress.com , or visit www.apress.com .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/info/bulksales .

The information in this book is distributed on an as is basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.

The source code for this book is available to readers at www.apress.com and www.learn-cocos2d.com/store/book-learn-cocos2d .

To Gabi, the one and only space ant.
Sometimes alien, often antsy, always loved.

Steffen

To Saskia & Renate for making it possible to
spend my time with things I love most.

Andreas

Contents at a Glance

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About the Authors Steffen Itterheim has been a game development enthusiast - photo 37

About the Authors Steffen Itterheim has been a game development enthusiast - photo 38

About the Authors Steffen Itterheim has been a game development enthusiast - photo 39

About the Authors

Steffen Itterheim has been a game development enthusiast since the early 1990s - photo 40

Steffen Itterheim has been a game development enthusiast since the early 1990s. His work in the Doom and Duke Nukem 3D communities landed him his first freelance job as a beta tester for 3D Realms. He hasbeen a professional game developer for more than a decade, having worked most of his career as a game play and tools programmer for Electronic Arts Phenomic. His first contact with cocos2d was in 2009, when he cofounded an aspiring iOS games start-up company called Fun Armada. He loves to teach and enable other game developers so that they can work smarter, not harder. Occasionally youll find him strolling around in the lush vineyards near his domicile at daytime, and the desert of Nevada at night, collecting bottle caps.

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