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[图书类] [PDF] [] 《Learn cocos2d 2》(Learn cocos2d 2)[PDF]

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中文名:  Learn cocos2d 2
原名:  Learn cocos2d 2
别名:  Game Development for iOS
作者:  Steffen Itterheim
Andreas Löw
图书分类:  软件
资源格式:  PDF
出版社:  Apress
书号:  9781430244165
发行时间:  2012年9月19日
地区:  美国
语言:  英文
简介:  

Create compelling 2D games with Learn cocos2d 2:Game Development with iOS. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you:
    The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
    How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
    How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
    The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua.
Best of all, this book will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the newcocos2d 2game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others.
This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOSSDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author’s improved cocos2d game engine (Kobold2D), and even helps you enhance your game’s marketability on the App Store.
What you’ll learn
    The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
    How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
    How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
    The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua.
Who this book is for
The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.

目录:  
Table of Contents
Part I: Getting Started with Cocos2D
Chapter 1: Hello Cocos2D
Chapter 2: Hello Space Viking
Chapter 3: Intrduction to Cocos2D Animations and Actions
Chapter 4: Simple Collision Detection and the First Enemy
Part II: More Enemies and More Fun
Chapter 5: More Actions, Effects, and Cocos2D Scheduler
Chapter 6: Text, Fonts, and the Written Word
Part III: From Level to Game
Chapter 7: Main Menu, Level Completed, and Credit Scenes
Chapter 8: Pump Up the Volume
Chapter 9: When the World Gets Bigger, Adding Scrolling
Part IV: Physics Engines
Chapter 10: Basic Game Physics: Adding Realism with Box2D
Chapter 11: Intermediate Game Physics: Modeling, Racing, and Leaping
Chapter 12: Advanced Game Physics: Even Better then the Real Thing
Chapter 13: The Chipmunk Physics Engine: No Alvin Required
Part V: Particle Systems, Game Center, and Performance
Chapter 14: Particle Systems: Creating Fire, Snow, Ice, and More
Chapter 15: Achievements and Leaderboards with Game Center
Chapter 16: Performance Optimizations
Conclusion

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发帖时间:2012-11-23 21:17:10   |   回复数:0
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