The iOS Game Programming Collection (Collection)
1065The iOS Game Programming Collection (Collection)
1065eBook
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Overview
The iOS Game Programming Collection consists of two bestselling eBooks:
- Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game
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: | eBook |
Pages: | 1065 |
File size: | 34 MB |
Note: | This product may take a few minutes to download. |
About the Author
Michael Daley is cofounder of 71Squared.com and author of Learning iOS Game Programming. 71Squared.com 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 71Squared.com 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 www.prop.gr. 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 www.raywenderlich.com.
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