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Cocos2D Game Development Essentials
Table of Contents
Cocos2D Game Development Essentials
Credits
About the Author
About the Reviewers
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started with Cocos2d
An introduction to Cocos2d
Installing Cocos2d
Installing Cocos2d with the installer
Creating a Hello World project
Installation for Android
Template project code breakdown
IntroScene.m
The HelloWorldScene.m class
Summary
2. Nodes, Sprites, and Scenes
The building blocks, nodes
Children nodes
Adding children
Removing children
Drawing order of the children nodes
Working with multiple coordinate systems
Sprites
Putting it into practice
Adding nodes to the scene
Detecting touches and responding
The next step
The Cocos2d update loop
Scenes
Scene life cycle
Creating a CCScene
Transitioning to another scene
Putting it into practice
Summary
3. SpriteBuilder
Creating a new project
The Main editor window
The Resource pane
The Options pane
The Timeline pane
Creating Flappy Square
Creating a new scene/layer
Linking to a SpriteBuilder scene in code
Enabling physics in SpriteBuilder
Connecting SpriteBuilder objects to Xcode properties
Creating reusable components
Moving obstacles across the screen
Detecting collisions
The next step
Summary
4. Animation with SpriteBuilder
Adding sprites to SpriteBuilder
Creating sprite frame animations
Switching out the obstacle image
Particle systems
Designing a particle system for our character
Adding a SpriteBuilder particle system in code
Final polish to Flappy Bird
Keyframe animation in SpriteBuilder
Animation in code
Moving, scaling, and rotating
Chaining actions together
Running actions simultaneously
Repeating actions
Running code on completion of an animation
Summary
5. User Interaction and Interface
Detecting touches
Getting the touch location
Dragging a node
Adding buttons to your scene
Accepting user input with form elements
Presenting data in a table with CCTableView
Creating a CCTableView data source
Adding a CCTableView node to the scene
Summary
6. Physics Engines
Introducing physics engines
Adding joints
Adding a sprite joint
Dragging an object against a spring joint
Firing objects from the catapult
Creating a motor
The next step
Summary
Index
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