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by Andreas Löw, Steffen Itterheim
Learn cocos2D Game Development with iOS 5
Title
Dedication
Contents at a Glance
Contents
About the Authors
About the Technical Reviewer
Acknowledgments
Preface
Chapter 1: Introduction
What’s New in the Second Edition?
Why Use cocos2d for iOS?
The Future of the cocos2d-iphone Project
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 HelloWorld Application
Memory Management with cocos2d
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
A Note on Singletons in cocos2d
Cocos2d Test Cases
Summary
Chapter 4: Your First Game
Step-by-Step Project Setup
Adding the Player Sprite
Accelerometer Input
First Test Run
Player Velocity
Adding Obstacles
Collision Detection
Labels and Bitmap Fonts
Simply Playing Audio
Porting to iPad
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 'emUp
Adding the BulletCache Class
What About Enemies?
The Entity Class Hierarchy
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 15: Cocos2d with 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
Doodle Drop for Mac with KKInput
Entering the Third Dimension with cocos3d
Summary
Chapter 17: Out of the Ordinary
Additional Resources for Learning and Working
The Business of Making Games
Summary
Index
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