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Learning iPhone Game Development with Cocos2D 3.0
Table of Contents
Learning iPhone Game Development with Cocos2D 3.0
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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
2. Hello Cocos2D
Starting with Xcode
Integrating Cocos2D with Xcode
Time for action – downloading and installing Cocos2D
What just happened?
Creating a Hello World project
Time for action – creating a new project from a template
What just happened?
Testing your projects on a device and simulator
Time for action – running the project on the simulator
What just happened?
Modifying the project
Time for action – creating a new scene
What just happened?
Time for action – displaying the world
What just happened?
Time for action – displaying the welcome label
What just happened?
Have a go hero
Reviewing Cocos2D distribution
Time for action – running tests
What just happened?
Pop quiz – hello quiz
Summary
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 cycle
Reviewing the AppDelegate class
Cocos2D configuration options
Further life of the game
Reviewing the CCDirector class
Pop quiz – under the hood
Summary
4. Rendering Sprites
Creating the game project
Time for action – creating the Cocohunt Xcode project
What just happened?
Time for action – creating GameScene
What just happened?
Adding sprites to your game
Time for action – adding the background sprite
What just happened?
Adding the background image to the Xcode project
Adding a background sprite to the GameScene
Time for action – adding the player character
What just happened?
Preparations step
Adding images to the hunter character
Adding the hunter object to our game scene
Time for action – fixing z-order
What just happened?
Adding more sprites and moving them
Time for action – adding birds
What just happened?
Time for action – making the bird move
What just happened?
Meeting the update: method
Reviewing bird movement in the update: method
Understanding debug FPS labels
Have a go hero
Spritesheets and animation
Time for action – creating a spritesheet
What just happened?
Time for action – modifying the game to use spritesheets
What just happened?
Changes in GameScene
Changes in the Hunter and Bird classes
Understanding spritesheet's limitations
Automatic batching
Time for action – animating the birds
What just happened?
Pop quiz – sprites
Summary
5. Starting the Action
Making the hunter aim and shoot
Time for action – handling touches
What just happened?
Time for action – aiming at the touch position
What just happened?
Time for action – shooting the arrow
What just happened?
Adding more birds to the GameScene class
Time for action – adding more birds
What just happened?
Time for action – detecting if the arrow hits the bird
What just happened?
Winning, losing, and other states
Time for action – using states for the bird's life cycle
What just happened?
Time for action – animating the shooting and limiting the shooting rate
What just happened?
Time for action – winning or losing the game
What just happened?
Improving the gameplay
Time for action – limiting the aiming range
What just happened?
Time for action – alternative control using a gyroscope
What just happened
Have a go hero
Pop quiz – geometry and actions
Summary
6. Rendering Text
The easy way – CCLabelTTF
Time for action – adding labels
What just happened?
Time for action – updating labels
What just happened?
Using bitmap fonts for better performance
Choosing a bitmap font generator
Time for action – creating a bitmap font using Glyph Designer
What just happened?
Using the bitmap font in the game
Time for action – adding hit points
What just happened?
Time for action – adding the win and lose labels
What just happened?
Have a go hero
Pop quiz – labels
Summary
7. Animations and Particle Systems
Using frame-based animation
Time for action – exploding coconut
What just happened?
Coconut explosion animation
Easing actions
Adding a splash screen
When to use frame-based animation
Animating using actions
Time for action – hitting the bird animation
What just happened?
Skeletal animation
Creating particle systems for advanced effects
Time for action – adding the feathers explosion
What just happened?
Time for action – adding a fire to the scene
What just happened?
Time for action – using Particle Designer
What just happened?
Have a go hero
Pop quiz – animations and particle systems
Summary
8. Adding Sound Effects and Music
Creating AudioManager and playing sound effects
Time for action – adding the AudioManager class
What just happened?
Time for action – finding and playing our first sound effect
What just happened?
Time for action – playing the remaining sound effects
What just happened?
Have a go hero
Music and background sounds
Time for action – adding background sounds
What just happened?
Time for action – adding music
What just happened?
Enhancing Cocohunt sound effects
Time for action – preloading sound effects
What just happened?
Time for action – playing a sound at position
What just happened?
Have a go hero
Pop quiz – playing audio
Summary
9. User Interface and Navigation
Using buttons
Time for action – adding menu buttons
What just happened?
Adding buttons
Using normalized coordinates
Replacing the currently running scene
Time for action – toggling sound and music
What just happened?
Time for action – storing settings in NSUserDefaults
What just happened?
Have a go hero
Navigating between scenes
Time for action – pushing AboutScene
What just happened?
Displaying AboutScene using the pushScene: method
Using 9-slice scaling on AboutScene
Creating rectangular multiline labels
Time for action – using more transitions
What just happened?
Time for action – using the scroll view to select levels
What just happened?
Have a go hero
Creating modal dialogs and using text input
Time for action – pausing the game with a pause dialog
What just happened?
Using a background image as a container for UI elements
Swallowing touches
Pausing and resuming the game
Time for action – restarting and exiting the game
What just happened?
Time for action – displaying stats when losing and winning
What just happened?
Entering and displaying highscores
Time for action – displaying highscores with CCTableView
What just happened?
Time for action – using the text field
What just happened?
Have a go hero
Pop quiz
Summary
10. Physics
Creating a physics world
Time for action – creating a game level with physics
What just happened?
Understanding physics bodies
Linking physics bodies with Cocos2D nodes
Time for action – adding ground to the scene
What just happened?
Have a go hero
Time for action – adding the hunter
What just happened?
Understanding the fixedUpdate: method
Time for action – fixing the hunter movement
What just happened?
Detecting and filtering collisions
Time for action – detecting and ignoring collisions
What just happened?
Sensors
Time for action – filtering collisions using a collision mask
What just happened?
Time for action – filtering collisions using collision groups
What just happened?
Applying forces and impulses and using joints
Time for action – launching stones
What just happened?
Impulses versus forces
Have a go hero
Time for action – adding angry birds
What just happened?
Creating the PhysicsBird class and giving it the stone
The PhysicsBird class – using joints and applying force
Have a go hero
Pop quiz – physics
Summary
11. Working with Tile Maps
Creating tile maps
Time for action – creating a tileset
What just happened?
Time for action – creating a tile map
What just happened?
Time for action – creating the Retina version of the tile map
What just happened?
Using the tile maps
Time for action – creating TilemapScene
What just happened?
Time for action – moving and following the bird
What just happened?
Time for action – using parallax scrolling
What just happened?
Have a go hero
Pop quiz – tile maps
Summary
A. Pop Quiz Answers
Chapter 2, Hello Cocos2D
Pop quiz – hello quiz
Chapter 3, Cocos2D – Under the Hood
Pop quiz – under the hood
Chapter 4, Rendering Sprites
Pop quiz – sprites
Chapter 5, Starting the Action
Pop quiz – geometry and actions
Chapter 6, Rendering Text
Pop quiz – labels
Chapter 7, Animations and Particle Systems
Pop quiz – animations and particle systems
Chapter 8, Adding Sound Effects and Music
Pop quiz – playing audio
Chapter 9, User Interface and Navigation
Pop quiz
Chapter 10, Physics
Pop quiz – physics
Chapter 11, Working with Tile Maps
Pop quiz – tile maps
Index
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