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Paul Nygard - Creating Games with cocos2d for iPhone 2

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Paul Nygard Creating Games with cocos2d for iPhone 2
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Master cocos2d through building nine complete games for the iPhone

Overview

  • Games are explained in detail, from the design decisions to the code itself.
  • Learn to build a wide variety of game types, from a memory tile game to an endless runner.
  • Use different design approaches to help you explore the cocos2d framework.

In Detail

Cocos2d for iPhone is a simple (but powerful) 2D framework that makes it easy to create games for the iPhone. There are thousands of games in the App Store already using cocos2d. Game development has never been this approachable and easy to get started.

Creating Games with cocos2d for iPhone 2 takes you through the entire process of designing and building nine complete games for the iPhone, iPod Touch, or iPad using cocos2d 2.0. The projects start simply and gradually increase in complexity, building on the lessons learned in previous chapters. Good design practices are emphasized throughout.

From a simple match game to an endless runner, you will learn how to build a wide variety of game styles.

You will learn how to implement animation, actions, create artificial randomness, use the Box2D physics engine, create tile maps, and even use Bluetooth to play between two devices.

Creating games with cocos2d for iPhone 2 will take your game building skills to the next level.

What you will learn from this book

  • Control sprites with touch, joysticks, and tilt controls.
  • Use sprite sheets, particles, and plists effectively.
  • Learn multiple approaches to solve common challenges.
  • Integrate cocos2d with the Box2D physics engine.
  • Use third-party programs for joystick control, tile maps, and more.
  • Implement Bluetooth to play across multiple devices.
  • Learn game-specific A.I. design methodologies.

Approach

There are nine complete games with increasing complexity built in this book. The process of game building is well-illustrated with screenshots and explained code.

Who this book is written for

This book is aimed at readers with an understanding of Objective-C and some familiarity with the cocos2d for iPhone 2.0 framework.

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Creating Games with cocos2d for iPhone 2

Creating Games with cocos2d for iPhone 2

Copyright 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2012

Production Reference: 1171212

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84951-900-7

www.packtpub.com

Cover Image by Abhishek Pandey (<>)

Credits

Author

Paul Nygard

Reviewers

Dave Hersey

Marcio Valenzuela P

Acquisition Editor

Usha Iyer

Lead Technical Editor

Llewellyn F. Rozario

Technical Editors

Sharvari Baet

Komal Chheda

Kirti Pujari

Brandt D'Mello

Project Coordinator

Abhishek Kori

Proofreaders

Bob Phillips

Bernadette Watkins

Indexer

Monica Ajmera Mehta

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

Paul Nygard has been a computer and technology enthusiast since he was introduced to his first computer at the age of six. He has spent most of his professional life building reporting and analytical systems for a large company. After teaching himself Objective-C in 2010, he has focused most of his attention on iOS programming. Paul created a personal development label, Troll Cave Games (http://www.trollcavegames.com), to release his mobile gaming efforts. Paul also works as a consultant and developer-for-hire for visionaries in need of a coder. In his leisure time, Paul is passionate about games, books, and music.

I would like to thank my family for their support and for allowing me to hide in my troll cave and pursue my passions. This book is for you!

I would also like to thank Ricardo Quesada and Steve Oldmeadow, for all their hard work on cocos2d and cocosDenshion. They have helped to mold a new generation of developers by giving us all a wonderful world to play in. And to the cocos2d community: I have never seen such a large group of developers so eager to help each other along. Thanks for the support, advice, and humor over the years.

About the Reviewers

Dave Hersey has over 35 years of experience in Apple software development, dating back to the Apple II personal computer in 1977. After a successful career of more than 6 years at Apple Computer, Inc., Dave started Paracoders, Inc. in 2000 focusing on custom Mac OS X-based application and driver development. In 2008, Dave's business expanded into iOS (iPhone) mobile applications, followed by Android applications soon after. Some bigger-named clients include Paramount Home Entertainment, Lionsgate Entertainment, Seagate, Creative Labs, and Kraft. Most recently, Dave's business expansion has included additional mobile and server-side platforms as well as support services. This has led to rebranding his company as "Torchlight Apps" (http://www.torchlightapps.com).

Dave is also a moderator and active participant on the cocos2d-iphone.org forums under the username clarus when he's not busy with his wife raising three children, three dogs, three parakeets, four ducks, and seven ducklings at last count.

Marcio Valenzuela P is a biochemist who has studied programming as a hobby for over 12 years. He is perseverant, auto-didactic, and is always looking into the latest technologies. Marcio started by picking up ASP back in the early 1990s as Chief Web Developer for a consulting company that developed web applications for private companies. He also delved into PHP applications with a MySQL database backend. Then in 2008 he started his path down iOS and has had experience developing applications and games for the platform. His experience is mostly in business applications where there exists a cloud-based web service to interact with and more recently in games created in cocos2d.

Marcio is cofounder of Activasolutions.com and currently runs a small iOS project called Santiapps.com, which programs for companies wishing to enter the iOS platform. Marcio is a forum moderator at RayWenderlich.com.

I would like to acknowledge the time I have taken from raising my son to dedicate to this book. I just hope someday Santiago follows in the programming tradition as it fosters critical skills such as problem solving and innovation which is something we share.

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Preface

Cocos2d for iPhone is a robust framework for developing 2D games for any iOS device. It is powerful, flexible, and best of all it is free to use for your own projects. Thousands of apps, including many top selling games, have been written using cocos2d.

Creating Games with cocos2d for iPhone 2 will take you on a tour of nine very different games, guiding you through the designing process and code needed to build each game. All of the games were specifically selected to highlight different approaches to solving the challenges inherent in designing a game.

The games covered in this book are all classic game styles. By focusing on games you probably already know, you can see how everything works "under the hood" with cocos2d.

What this book covers
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