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Build the Next Great iOS Game with Cocos2D!Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy.
Learning Cocos2D walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you’ll learn everything you need to know about Cocos2D so you can create the next killer iOS game.
Download the free version of Space Viking from the App Store today! Help Ole find his way home while learning how to build the game.
As you build Space Viking, you’ll learn how to
Preface xxi
Acknowledgments xxxiii
About the Authors xxxvii
Part I: Getting Started with Cocos2D 1
Chapter 1: Hello, Cocos2D 3
Downloading and Installing Cocos2D 4
Creating Your First Cocos2D HelloWorld 6
For the More Curious: Understanding the Cocos2D HelloWorld 11
Getting CCHelloWorld on Your iPhone or iPad 20
Summary 22
Challenges 22
Chapter 2: Hello, Space Viking 23
Creating the SpaceViking Project 23
Creating the Space Viking Classes 24
Creating the Background Layer 26
The Gameplay Layer: Adding Ole the Viking to the Game 29
The GameScene Class: Connecting the Layers in a Scene 31
Commanding the Cocos2D Director 34
Adding Movement 35
Texture Atlases 44
For the More Curious: Testing Out CCSpriteBatchNode 52
Fixing Slow Performance on iPhone 3G and Older Devices 53
Summary 54
Challenges 54
Chapter 3: Introduction to Cocos2D Animations and Actions 57
Animations in Cocos2D 57
Space Viking Design Basics 62
Actions and Animation Basics in Cocos2D 66
Using Property List Files to Store Animation Data 67
Organization, Constants, and Common Protocols 69
The GameObject and GameCharacter Classes 74
Summary 82
Challenges 82
Chapter 4: Simple Collision Detection and the First Enemy 83
Creating the Radar Dish and Viking Classes 83
Creating the Viking Class 90
Final Steps 105
Summary 112
Challenges 113
Part II: More Enemies and More Fun 115
Chapter 5: More Actions, Effects, and Cocos2D Scheduler 117
Power-Ups 118
Enemy Robot 125
Adding the PhaserBullet 137
GameplayLayer and Viking Updates 141
For the More Curious: Effects in Cocos2D 145
Summary 149
Exercises and Challenges 149
Chapter 6: Text, Fonts, and the Written Word 151
CCLabelTTF 151
Understanding Anchor Points and Alignment 153
CCLabelBMFont 155
Using Glyph Designer 156
Using the Hiero Font Builder Tool 156
For the More Curious: Live Debugging 160
Summary 165
Challenges 165
Part III: From Level to Game 167
Chapter 7: Main Menu, Level Completed, and Credits Scenes