Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk [NOOK Book]

Overview

This is the eBook version of the printed book.

Ve>

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 ...

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Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk

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Overview

This is the eBook version of the printed book.

Ve>

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 Cocos2Dwalks 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.

As you build Space Viking, you’ll learn how to:

  • Install and configure Cocos2D so it works with Xcode 4
  • Build a complete 2D action adventure game with Cocos2D
  • Add animations and movement to your games
  • Build your game’s main menu screen for accessing levels
  • Use Cocos2D’s Scheduler to make sure the right events happen at the right times
  • Use tile maps to build scrolling game levels from reusable images
  • Add audio and sound effects with CocosDenshion, Cocos2D’s sound engine
  • Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines
  • Add amazing effects to your games with particle systems
  • Leverage Game Center in your game for achievements and leader boards
  • Squeeze the most performance from your games along with tips and tricks

And much more! So, c’mon! Dust off your notes about that game you’ve wanted to build since fourth grade and get started today with Learning Cocos2D!

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.

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Editorial Reviews

From the Publisher
“If you’re looking to create an iPhone or iPad game, Learning Cocos2D should be the first book on your shopping list. Rod and Ray do a phenomenal job of taking you through the entire process from concept to app, clearly explaining both how to do each step as well as why you’re dong it.”

–Jeff LaMarche, Principal, MartianCraft, LLC, and coauthor of Beginning iPhone Development (Apress, 2009)

“This book provides an excellent introduction to iOS 2D game development. Beyond that, the book also provides one of the best introductions to Box2D available. I am truly impressed with the detail and depth of Box2D coverage.”

–Erin Catto, creator of Box2D

“Warning: reading this book will make you need to write a game! Learning Cocos2D is a great fast-forward into writing the next hit game for iOS–definitely a must for the aspiring indie iOS game developer (regardless of experience level)! Thanks, Rod and Ray, for letting me skip the learning curve; you’ve really saved my bacon!”

–Eric Hayes, Principle Engineer, Brewmium LLC (and Indie iOS Developer)

Learning Cocos2D is an outstanding read, and I highly recommend it to any iOS developer wanting to get into game development with Cocos2D. This book gave me the knowledge and confidence I needed to write an iOS game without having to be a math and OpenGL whiz.”

–Kirby Turner, White Peak Software, Inc.

Learning Cocos2D is both an entertaining and informative book; it covers everything you need to know about creating games using Cocos2D.”

–Fahim Farook, RookSoft (rooksoft.co.nz)

“This is the premiere book on Cocos2D! After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors’ writing style is descriptive, concise, and fun to read. This book is a must have!”

–Nick Waynik, iOS Developer

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Product Details

  • ISBN-13: 9780132180856
  • Publisher: Pearson Education
  • Publication date: 7/21/2011
  • Series: Learning
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 1
  • Pages: 640
  • File size: 11 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Ve>

Rod Strougo is the founder and lead developer of the studio Prop Group prop.gr. Rod’s journey in physics and games started way back with an Apple ][ writing games in Basic. These days Rod enjoys helping others get started on their paths to making games.

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 raywenderlich.com.

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Table of Contents

Preface

Chapter 1: Getting Started with Cocos2D

Chapter 2: Installing Cocos2D and Companion Tools

Chapter 3: Hello Space Viking

Chapter 4: Animations and Collision Detection (Making the game playable)

Chapter 5: The power of Cocos2D (Actions, Effects, and the Scheduler)

Chapter 6: Text, Fonts, and the Written Word

Chapter 7: Scenes—Main Menu, Level Completed, and Credits Screens

Chapter 8: Pump Up the Volume! (Adding Sound)

Chapter 9: When the World Gets Bigger–Scrolling

Chapter 10: Basic Game Physics: Adding Realism with Box2D

Chapter 11: Advanced Game Physics: Even Better Than the Real Thing

Chapter 12: The Chipmunk Physics Engine (No Alvin Required)

Chapter 13: Environmental Effects: Here comes the rain/snow/smoke/fire

Chapter 14: High Scores and Social Networks

Chapter 15: Advanced Topics & Conclusion

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