LEADER 04354nam 2200637 450 001 9910464132303321 005 20200520144314.0 010 $a1-78439-129-8 035 $a(CKB)2670000000592025 035 $a(EBL)1931587 035 $a(SSID)ssj0001433111 035 $a(PQKBManifestationID)11800937 035 $a(PQKBTitleCode)TC0001433111 035 $a(PQKBWorkID)11413644 035 $a(PQKB)11031606 035 $a(MiAaPQ)EBC1931587 035 $a(PPN)228017394 035 $a(Au-PeEL)EBL1931587 035 $a(CaPaEBR)ebr11011952 035 $a(CaONFJC)MIL714456 035 $a(OCoLC)901183906 035 $a(EXLCZ)992670000000592025 100 $a20150206h20152015 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCocos2D game development essentials $ebring your mobile game ideas to life with Cocos2D /$fBen Trengrove 210 1$aBirmingham, England :$cPackt Publishing,$d2015. 210 4$dİ2015 215 $a1 online resource (136 p.) 225 1 $aCommunity Experience Distilled 300 $aIncludes index. 311 $a1-78439-032-1 311 $a1-322-83174-2 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites 327 $aPutting it into practiceAdding 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; Chapter 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 327 $aMoving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 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 327 $aChapter 5: User Interaction and InterfaceDetecting 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; Chapter 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 330 $aIf you are a game developer with experience in Objective-C and are interested in creating games for iOS or Android, this is the book for you. It will help you to quickly get started with Cocos2D and guide you through the process of creating a game, giving you the essential skills and knowledge you need to do so. 410 0$aCommunity experience distilled. 606 $aVideo games$xDesign 606 $aMobile games$xProgramming 608 $aElectronic books. 615 0$aVideo games$xDesign. 615 0$aMobile games$xProgramming. 676 $a794.81536 700 $aTrengrove$b Ben$0958964 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910464132303321 996 $aCocos2D game development essentials$92172652 997 $aUNINA