Learning iPhone game development with Cocos2D 3.0 :: harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS /
This book is an easy-to-follow, step-by-step beginner's guide covering the full process of creating a game. It is packed with examples and illustrations, with comprehensive coverage of each topic. If you want to learn how to make games using the Cocos2D framework, this book is for you. If you w...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2014.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This book is an easy-to-follow, step-by-step beginner's guide covering the full process of creating a game. It is packed with examples and illustrations, with comprehensive coverage of each topic. If you want to learn how to make games using the Cocos2D framework, this book is for you. If you would like to build a good foundation for a career in game development as an independent game developer or at a game studio, or if you just want to make games as a hobby, then you'll love this book. You should have some basic programming experience with Objective-C and Xcode. To run the code in this book, |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource : color illustrations |
ISBN: | 9781782160151 1782160159 1306902584 9781306902588 9781782160144 1782160140 |
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245 | 1 | 0 | |a Learning iPhone game development with Cocos2D 3.0 : |b harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / |c Kirill Muzykov. |
260 | |a Birmingham : |b Packt Publishing, |c 2014. | ||
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505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action -- downloading and installing Cocos2D; Creating a Hello World project | |
505 | 8 | |a Time for action -- creating a new project from a templateTesting your projects on a device and simulator; Time for action -- running the project on the simulator; Modifying the project; Time for action -- creating a new scene; Time for action -- displaying the world; Time for action -- displaying the welcome label; Reviewing Cocos2D distribution; Time for action -- running tests; Summary; Chapter 3: Cocos2D -- Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D | |
505 | 8 | |a Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action -- creating the Cocohunt Xcode project; Time for action -- creating GameScene; Adding sprites to your game; Time for action -- adding the background sprite; Time for action -- adding the player character; Time for action -- fixing z-order; Adding more sprites and moving them; Time for action -- adding birds; Time for action -- making the bird move | |
505 | 8 | |a Understanding debug FPS labelsSpritesheets and animation; Time for action -- creating a spritesheet; Time for action -- modifying the game to use spritesheets; Time for action -- animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action -- handling touches; Time for action -- aiming at the touch position; Time for action -- shooting the arrow; Adding more birds to the GameScene class; Time for action -- adding more birds; Time for action -- detecting if the arrow hits the bird; Winning, losing, and other states | |
505 | 8 | |a Time for action -- using states for the bird's life cycleTime for action -- animating the shooting and limiting the shooting rate; Time for action -- winning or losing the game; Improving the gameplay; Time for action -- limiting the aiming range; Time for action -- alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way -- CCLabelTTF; Time for action -- adding labels; Time for action -- updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action -- creating a bitmap font using Glyph Designer | |
520 | |a This book is an easy-to-follow, step-by-step beginner's guide covering the full process of creating a game. It is packed with examples and illustrations, with comprehensive coverage of each topic. If you want to learn how to make games using the Cocos2D framework, this book is for you. If you would like to build a good foundation for a career in game development as an independent game developer or at a game studio, or if you just want to make games as a hobby, then you'll love this book. You should have some basic programming experience with Objective-C and Xcode. To run the code in this book, | ||
546 | |a English. | ||
630 | 0 | 0 | |a iOS (Electronic resource) |0 http://id.loc.gov/authorities/names/n2010039603 |
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650 | 0 | |a Mobile games |x Design. | |
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author | Muzykov, Kirill |
author_facet | Muzykov, Kirill |
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contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action -- downloading and installing Cocos2D; Creating a Hello World project Time for action -- creating a new project from a templateTesting your projects on a device and simulator; Time for action -- running the project on the simulator; Modifying the project; Time for action -- creating a new scene; Time for action -- displaying the world; Time for action -- displaying the welcome label; Reviewing Cocos2D distribution; Time for action -- running tests; Summary; Chapter 3: Cocos2D -- Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action -- creating the Cocohunt Xcode project; Time for action -- creating GameScene; Adding sprites to your game; Time for action -- adding the background sprite; Time for action -- adding the player character; Time for action -- fixing z-order; Adding more sprites and moving them; Time for action -- adding birds; Time for action -- making the bird move Understanding debug FPS labelsSpritesheets and animation; Time for action -- creating a spritesheet; Time for action -- modifying the game to use spritesheets; Time for action -- animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action -- handling touches; Time for action -- aiming at the touch position; Time for action -- shooting the arrow; Adding more birds to the GameScene class; Time for action -- adding more birds; Time for action -- detecting if the arrow hits the bird; Winning, losing, and other states Time for action -- using states for the bird's life cycleTime for action -- animating the shooting and limiting the shooting rate; Time for action -- winning or losing the game; Improving the gameplay; Time for action -- limiting the aiming range; Time for action -- alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way -- CCLabelTTF; Time for action -- adding labels; Time for action -- updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action -- creating a bitmap font using Glyph Designer |
ctrlnum | (OCoLC)882610679 |
dewey-full | 004.167 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 004 - Computer science |
dewey-raw | 004.167 |
dewey-search | 004.167 |
dewey-sort | 14.167 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action -- downloading and installing Cocos2D; Creating a Hello World project</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- creating a new project from a templateTesting your projects on a device and simulator; Time for action -- running the project on the simulator; Modifying the project; Time for action -- creating a new scene; Time for action -- displaying the world; Time for action -- displaying the welcome label; Reviewing Cocos2D distribution; Time for action -- running tests; Summary; Chapter 3: Cocos2D -- Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action -- creating the Cocohunt Xcode project; Time for action -- creating GameScene; Adding sprites to your game; Time for action -- adding the background sprite; Time for action -- adding the player character; Time for action -- fixing z-order; Adding more sprites and moving them; Time for action -- adding birds; Time for action -- making the bird move</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Understanding debug FPS labelsSpritesheets and animation; Time for action -- creating a spritesheet; Time for action -- modifying the game to use spritesheets; Time for action -- animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action -- handling touches; Time for action -- aiming at the touch position; Time for action -- shooting the arrow; Adding more birds to the GameScene class; Time for action -- adding more birds; Time for action -- detecting if the arrow hits the bird; Winning, losing, and other states</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- using states for the bird's life cycleTime for action -- animating the shooting and limiting the shooting rate; Time for action -- winning or losing the game; Improving the gameplay; Time for action -- limiting the aiming range; Time for action -- alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way -- CCLabelTTF; Time for action -- adding labels; Time for action -- updating labels; 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id | ZDB-4-EBA-ocn882610679 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:26:04Z |
institution | BVB |
isbn | 9781782160151 1782160159 1306902584 9781306902588 9781782160144 1782160140 |
language | English |
oclc_num | 882610679 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource : color illustrations |
psigel | ZDB-4-EBA |
publishDate | 2014 |
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publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Muzykov, Kirill. Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / Kirill Muzykov. Birmingham : Packt Publishing, 2014. 1 online resource : color illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Includes index. Print version record. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action -- downloading and installing Cocos2D; Creating a Hello World project Time for action -- creating a new project from a templateTesting your projects on a device and simulator; Time for action -- running the project on the simulator; Modifying the project; Time for action -- creating a new scene; Time for action -- displaying the world; Time for action -- displaying the welcome label; Reviewing Cocos2D distribution; Time for action -- running tests; Summary; Chapter 3: Cocos2D -- Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action -- creating the Cocohunt Xcode project; Time for action -- creating GameScene; Adding sprites to your game; Time for action -- adding the background sprite; Time for action -- adding the player character; Time for action -- fixing z-order; Adding more sprites and moving them; Time for action -- adding birds; Time for action -- making the bird move Understanding debug FPS labelsSpritesheets and animation; Time for action -- creating a spritesheet; Time for action -- modifying the game to use spritesheets; Time for action -- animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action -- handling touches; Time for action -- aiming at the touch position; Time for action -- shooting the arrow; Adding more birds to the GameScene class; Time for action -- adding more birds; Time for action -- detecting if the arrow hits the bird; Winning, losing, and other states Time for action -- using states for the bird's life cycleTime for action -- animating the shooting and limiting the shooting rate; Time for action -- winning or losing the game; Improving the gameplay; Time for action -- limiting the aiming range; Time for action -- alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way -- CCLabelTTF; Time for action -- adding labels; Time for action -- updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action -- creating a bitmap font using Glyph Designer This book is an easy-to-follow, step-by-step beginner's guide covering the full process of creating a game. It is packed with examples and illustrations, with comprehensive coverage of each topic. If you want to learn how to make games using the Cocos2D framework, this book is for you. If you would like to build a good foundation for a career in game development as an independent game developer or at a game studio, or if you just want to make games as a hobby, then you'll love this book. You should have some basic programming experience with Objective-C and Xcode. To run the code in this book, English. iOS (Electronic resource) http://id.loc.gov/authorities/names/n2010039603 iOS (Electronic resource) fast iPhone (Smartphone) Programming. Mobile games Design. iPhone (Téléphone intelligent) Programmation. COMPUTERS Computer Literacy. bisacsh COMPUTERS Computer Science. bisacsh COMPUTERS Data Processing. bisacsh COMPUTERS Hardware General. bisacsh COMPUTERS Information Technology. bisacsh COMPUTERS Machine Theory. bisacsh COMPUTERS Reference. bisacsh has work: Learning iPhone game development with Cocos2D 3.0 (Text) https://id.oclc.org/worldcat/entity/E39PCY9WVbpmVmydCfWxfFjMPP https://id.oclc.org/worldcat/ontology/hasWork Print version: Muzykov, Kirill. Learning iPhone game development with Cocos2D 3.0. Birmingham : Packt Publishing, 2014 1306902584 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=805423 Volltext |
spellingShingle | Muzykov, Kirill Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / Community experience distilled. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action -- downloading and installing Cocos2D; Creating a Hello World project Time for action -- creating a new project from a templateTesting your projects on a device and simulator; Time for action -- running the project on the simulator; Modifying the project; Time for action -- creating a new scene; Time for action -- displaying the world; Time for action -- displaying the welcome label; Reviewing Cocos2D distribution; Time for action -- running tests; Summary; Chapter 3: Cocos2D -- Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action -- creating the Cocohunt Xcode project; Time for action -- creating GameScene; Adding sprites to your game; Time for action -- adding the background sprite; Time for action -- adding the player character; Time for action -- fixing z-order; Adding more sprites and moving them; Time for action -- adding birds; Time for action -- making the bird move Understanding debug FPS labelsSpritesheets and animation; Time for action -- creating a spritesheet; Time for action -- modifying the game to use spritesheets; Time for action -- animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action -- handling touches; Time for action -- aiming at the touch position; Time for action -- shooting the arrow; Adding more birds to the GameScene class; Time for action -- adding more birds; Time for action -- detecting if the arrow hits the bird; Winning, losing, and other states Time for action -- using states for the bird's life cycleTime for action -- animating the shooting and limiting the shooting rate; Time for action -- winning or losing the game; Improving the gameplay; Time for action -- limiting the aiming range; Time for action -- alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way -- CCLabelTTF; Time for action -- adding labels; Time for action -- updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action -- creating a bitmap font using Glyph Designer iOS (Electronic resource) http://id.loc.gov/authorities/names/n2010039603 iOS (Electronic resource) fast iPhone (Smartphone) Programming. Mobile games Design. iPhone (Téléphone intelligent) Programmation. COMPUTERS Computer Literacy. bisacsh COMPUTERS Computer Science. bisacsh COMPUTERS Data Processing. bisacsh COMPUTERS Hardware General. bisacsh COMPUTERS Information Technology. bisacsh COMPUTERS Machine Theory. bisacsh COMPUTERS Reference. bisacsh |
subject_GND | http://id.loc.gov/authorities/names/n2010039603 |
title | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / |
title_auth | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / |
title_exact_search | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / |
title_full | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / Kirill Muzykov. |
title_fullStr | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / Kirill Muzykov. |
title_full_unstemmed | Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / Kirill Muzykov. |
title_short | Learning iPhone game development with Cocos2D 3.0 : |
title_sort | learning iphone game development with cocos2d 3 0 harness the pwer of cocos 2d to create your own stunning and engaging games for ios |
title_sub | harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / |
topic | iOS (Electronic resource) http://id.loc.gov/authorities/names/n2010039603 iOS (Electronic resource) fast iPhone (Smartphone) Programming. Mobile games Design. iPhone (Téléphone intelligent) Programmation. COMPUTERS Computer Literacy. bisacsh COMPUTERS Computer Science. bisacsh COMPUTERS Data Processing. bisacsh COMPUTERS Hardware General. bisacsh COMPUTERS Information Technology. bisacsh COMPUTERS Machine Theory. bisacsh COMPUTERS Reference. bisacsh |
topic_facet | iOS (Electronic resource) iPhone (Smartphone) Programming. Mobile games Design. iPhone (Téléphone intelligent) Programmation. COMPUTERS Computer Literacy. COMPUTERS Computer Science. COMPUTERS Data Processing. COMPUTERS Hardware General. COMPUTERS Information Technology. COMPUTERS Machine Theory. COMPUTERS Reference. |
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work_keys_str_mv | AT muzykovkirill learningiphonegamedevelopmentwithcocos2d30harnessthepwerofcocos2dtocreateyourownstunningandengaginggamesforios |