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by Andreas Löw, Steffen Itterheim
Learn cocos2d 2: Game Development for iOS
Title Page
Dedication
Contents at a Glance
Contents
About the Authors
About the Technical Reviewers
Acknowledgments
Preface
Chapter 1: Introduction
What’s New in the Third Edition?
Why Use cocos2d for iOS?
Why Use Kobold2D over cocos2d-iphone?
Other cocos2d Game Engines
This Book Is for You
Prerequisites
What You Will Learn
What’s in This Book
Questions and Feedback
Chapter 2: Getting Started
What You Need to Get Started
The Anatomy of cocos2d and Kobold2D Applications
Memory Management with ARC
Changing the World
What Else You Should Know
Summary
Chapter 3: Essentials
The cocos2d Scene Graph
The CCNode Class Hierarchy
CCNode
Director, Scenes, and Layers
CCSprite
CCLabelTTF
Menus
Actions
Orientation, Singletons, Tests, and API References
Summary
Chapter 4: Your First Game
Create the DoodleDrop Project
Start with an ARC-enabled cocos2d Project
Create the DoodleDrop Scene
Adding the Player Sprite
Simple Accelerometer Input
First Test Run
Player Velocity
Adding Obstacles
Collision Detection
Labels and Bitmap Fonts
Simply Playing Audio
iPad Considerations
Summary
Chapter 5: Game Building Blocks
Working with Multiple Scenes
Working with Multiple Layers
Subclassing Game Objects from CCSprite
Composing Game Objects Using CCSprite
Curiously Cool CCNode Classes
Summary
Chapter 6: Sprites In-Depth
Retina Display
CCSpriteBatchNode
Sprite Animations the Hard Way
Animation Helper Category
Working with Texture Atlases
Summary
Chapter 7: Scrolling with Joy
Advanced Parallax Scrolling
A Virtual Joypad
Summary
Chapter 8: Shoot ’em Up
Let’s Make Some Enemies
The Component Classes
Shooting Things
A Healthbar for the Boss
Summary
Chapter 9: Particle Effects
Example Particle Effects
Creating a Particle Effect the Hard Way
Particle Designer
Shoot ’em Up with Particle Effects
Summary
Chapter 10: Working with Tilemaps
What Is a Tilemap?
Preparing Images with TexturePacker
Tiled (Qt) Map Editor
Using Orthogonal Tilemaps with Cocos2d
Summary
Chapter 11: Isometric Tilemaps
Designing Isometric Tile Graphics
Isometric Tilemap Editing with Tiled
Isometric Game Programming
Adding More Content to the Game
Summary
Chapter 12: Physics Engines
Basic Concepts of Physics Engines
Limitations of Physics Engines
The Showdown: Box2D vs. Chipmunk
Box2D
Chipmunk
Summary
Chapter 13: Pinball Game
Shapes: Convex and Counterclockwise
Working with PhysicsEditor
Programming the Pinball Game
Summary
Chapter 14: Game Center
Enabling Game Center
Game Kit Programming
Summary
Chapter 15: Cocos2d and UIKit Views
What Is Cocoa Touch?
Using Cocoa Touch and cocos2d Together
Alert: Your First UIKit View in cocos2d
Embedding UIKit Views in a cocos2d App
Embedding the cocos2d View in Cocoa Touch Apps
Summary
Chapter 16: Kobold2D Introduction
Benefits of Using Kobold2D
The Kobold2D Workspace
The Hello Kobold2D Template Project
DoodleDrop for Mac with KKInput
Summary
Chapter 17: Out of the Ordinary
Additional Resources for Learning and Working
The Business of Making Games
Summary
Index
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