Learn cocos2D 2

  • Authors
  • Steffen Itterheim
  • Andreas Löw

Table of contents

  1. Front Matter
    Pages i-xxvi
  2. Steffen Itterheim, Andreas Löw
    Pages 1-13
  3. Steffen Itterheim, Andreas Löw
    Pages 15-49
  4. Steffen Itterheim, Andreas Löw
    Pages 51-99
  5. Steffen Itterheim, Andreas Löw
    Pages 101-132
  6. Steffen Itterheim, Andreas Löw
    Pages 133-158
  7. Steffen Itterheim, Andreas Löw
    Pages 159-185
  8. Steffen Itterheim, Andreas Löw
    Pages 187-212
  9. Steffen Itterheim, Andreas Löw
    Pages 213-238
  10. Steffen Itterheim, Andreas Löw
    Pages 239-264
  11. Steffen Itterheim, Andreas Löw
    Pages 265-290
  12. Steffen Itterheim, Andreas Löw
    Pages 291-320
  13. Steffen Itterheim, Andreas Löw
    Pages 321-345
  14. Steffen Itterheim, Andreas Löw
    Pages 347-390
  15. Steffen Itterheim, Andreas Löw
    Pages 391-427
  16. Steffen Itterheim, Andreas Löw
    Pages 429-457
  17. Steffen Itterheim, Andreas Löw
    Pages 459-477
  18. Steffen Itterheim, Andreas Löw
    Pages 479-503
  19. Back Matter
    Pages 505-517

About this book

Introduction

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 author’s improved cocos2d game engine (Kobold2D), and even helps you enhance your game’s marketability on the App Store.

Bibliographic information