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Creating Games With Cocos2d For Iphone 2 [Paperback]

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  • Category: Books (Computers)
  • Author:  Paul Nygard
  • Author:  Paul Nygard
  • ISBN-10:  1849519005
  • ISBN-10:  1849519005
  • ISBN-13:  9781849519007
  • ISBN-13:  9781849519007
  • Publisher:  Packt Publishing
  • Publisher:  Packt Publishing
  • Pages:  388
  • Pages:  388
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Mar-2012
  • Pub Date:  01-Mar-2012
  • SKU:  1849519005-11-MPOD
  • SKU:  1849519005-11-MPOD
  • Item ID: 101655084
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Jan 01 to Jan 03
  • Notes: Brand New Book. Order Now.

Master cocos2d through building nine complete games for the iPhone

Overview

  • Games are explained in detail, from the design decisions to the code itself.
  • Learn to build a wide variety of game types, from a memory tile game to an endless runner.
  • Use different design approaches to help you explore the cocos2d framework.

In Detail

Cocos2d for iPhone is a simple (but powerful) 2D framework that makes it easy to create games for the iPhone. There are thousands of games in the App Store already using cocos2d. Game development has never been this approachable and easy to get started.

Creating Games with cocos2d for iPhone 2 takes you through the entire process of designing and building nine complete games for the iPhone, iPod Touch, or iPad using cocos2d 2.0. The projects start simply and gradually increase in complexity, building on the lessons learned in previous chapters. Good design practices are emphasized throughout.

From a simple match game to an endless runner, you will learn how to build a wide variety of game styles.

You will learn how to implement animation, actions, create artificial randomness, use the Box2D physics engine, create tile maps, and even use Bluetooth to play between two devices.

Creating games with cocos2d for iPhone 2 will take your game building skills to the next level.

What you will learn from this book

  • Control sprites with touch, joysticks, and tilt controls.
  • Use sprite sheets, particles, and plists effectively.
  • Learn multiple approaches to solve common challenges.
  • Integrate cocos2d with the Box2D physics engine.
  • Use third-party programs for joystick control, tile maps, and more.
  • Implement Bluetooth to play across multiple devices.
  • Learn game-specific A.I. design methodologies.

Approach

There are nine complete games with increl£‡

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