The iOS Game Programming Collection (Collection)

The iOS Game Programming Collection (Collection)

NOOK Book(eBook)

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The iOS Game Programming Collection consists of two bestselling eBooks:

  • Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game
  • Learning Cocos2D: A Hands-on Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk

Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad “Gold Rush” is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they actually can be quite easy, and this collection is your perfect beginner’s guide.

Learning iOS Game Programming walks you through every step as you build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code. You learn the key characteristics of a successful iPhone game and important terminology and tools you will use.


Learning Cocos2D walks 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.

This collection helps you

  • Plan high-level game design, components, and difficulty levels
  • Use game loops to make sure the right events happen at the right time
  • Render images, create sprite sheets, and build animations
  • Use tile maps to build large game worlds from small reusable images
  • Create fire, explosions, smoke, sparks, and other organic effects
  • Deliver great sound via OpenAL and the iPhone’s media player
  • Provide game control via iPhone’s touch and accelerometer features
  • Craft an effective, intuitive game interface
  • Build game objects and entities and making them work properly
  • Detect collisions and ensuring the right response to them
  • Polish, test, debug, and performance-tune your game 
  • Install and configure Cocos2D so it works with Xcode 4
  • Build a complete 2D action adventure game with Cocos2D
  • 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 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


Product Details

ISBN-13: 9780132911191
Publisher: Pearson Education
Publication date: 12/09/2011
Sold by: Barnes & Noble
Format: NOOK Book
Pages: 1065
File size: 34 MB
Note: This product may take a few minutes to download.

About the Author

Michael Daley is cofounder of and author of Learning iOS Game Programming. is an indie development shop that produces OS X-based tools for game developers, namely Particle Designer and Glyph Designer. Mike also produces video tutorials through the blog, which cover the basics of game engine design using a relaxed, easy-to-follow approach. Mike is a strong believer in delivering resources that help new entrants into game programming get up and running by breaking things down and introducing simple approaches first. This allows people to see results and not get too bogged down before they even get started. In what time he has left, he flies light aircraft, plays games, and tries to introduce his children into the world of all things Apple.

Rod Strougo is the founder and lead developer of the studio Prop Group at Rod’s journey in physics and games started way back with an Apple ][, writing games in Basic. From the early passion in games, Rod’s career moved to enterprise software development, spending 10 years writing software for IBM and recently for a large telecom company. These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons.

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

Table of Contents

Learning iOS Game Programming
Chapter 1     Game Design      1A
Chapter 2     The Three Ts: Terminology, Technology, and Tools      13A
Chapter 3     The Journey Begins      39A
Chapter 4     The Game Loop      73A
Chapter 5     Image Rendering      97A
Chapter 6     Sprite Sheets      137A
Chapter 7     Animation      153A
Chapter 8     Bitmap Fonts      165A
Chapter 9     Tile Maps      183A
Chapter 10     The Particle Emitter      223A
Chapter 11     Sound      249A
Chapter 12     User Input      285A
Chapter 13     The Game Interface      299A
Chapter 14     Game Objects and Entities      325A
Chapter 15     Collision Detection      357A
Chapter 16     Putting It All Together      369A
Index     395A
Learning Cocos2D
Part I     Getting Started with Cocos2D     1B
Chapter 1     Hello, Cocos2D     3B
Chapter 2     Hello, Space Viking     23B
Chapter 3     Introduction to Cocos2D Animations and Actions     57B
Chapter 4     Simple Collision Detection and the First Enemy     83B
Part II     More Enemies and More Fun     115B
Chapter 5     More Actions, Effects, and Cocos2D Scheduler     117B
Chapter 6     Text, Fonts, and the Written Word     151B
Part III     From Level to Game     167B
Chapter 7     Main Menu, Level Completed, and Credits Scenes     169B
Chapter 8     Pump Up the Volume!     197B
Chapter 9     When the World Gets Bigger: Adding Scrolling     231B
Part IV     Physics Engines     277B
Chapter 10     Basic Game Physics: Adding Realism with Box2D     279B
Chapter 11     Intermediate Game Physics: Modeling, Racing, and Leaping     333B
Chapter 12     Advanced Game Physics: Even Better than the Real Thing     375B
Chapter 13     The Chipmunk Physics Engine (No Alvin Required)     419B
Part V     Particle Systems, Game Center, and Performance     479B
Chapter 14     Particle Systems: Creating Fire, Snow, Ice, and More     481B
Chapter 15     Achievements and Leaderboards with Game Center     495B
Chapter 16     Performance Optimizations     545B
Chapter 17     Conclusion     565B
Appendix A     Principal Classes of Cocos2D     569B
Index     571B

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