Learn cocos2d 2: Game Development for iOS by Steffen Itterheim

By Steffen Itterheim

Create compelling second video games with Learn cocos2d 2: Game improvement with iOS. This e-book exhibits you the way to exploit the robust new cocos2d, model 2 video game engine to enhance video games for iPhone and iPad with tilemaps, digital joypads, online game heart, and more.  It teaches you:

  • The method and most sensible practices of cellular online game improvement, together with sprite batching, texture atlases, parallax scrolling, contact and accelerometer enter.
  • How to reinforce your video games utilizing the Box2D and Chipmunk physics engines and different cocos2d-related instruments and libraries.
  • How so as to add UIKit perspectives to cocos2d and the way so as to add cocos2d to UIKit apps.
  • The bits and bobs of the Kobold2D improvement surroundings for cocos2d and its pre-configured libraries, together with cocos3d and Lua.

Best of all, this ebook will have you ever making video games correct from the very begin. It publications you step by step in the course of the construction of pattern video games. those enjoyable examples are modeled after renowned App shop video games and educate you key recommendations of the new cocos2d 2 game engine and appropriate instruments like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle dressmaker (particle effects), Glyph clothier (bitmap fonts), and others.

This publication bargains a rock-solid creation to making video games made totally with cocos2d and very little iOS SDK and OpenGL code. It additionally information replacement implementations, identifies the easiest loose and advertisement instruments for cocos2d video game improvement, good points insurance of the author’s stronger cocos2d online game engine (Kobold2D), or even is helping you improve your game’s marketability at the App Store.

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Sample text

HelloWorldLayer The HelloWorldLayer class is where cocos2d code does its magic to display the “Hello World” label. Before I get into that, you should understand that cocos2d uses a hierarchy of CCNode objects to determine what’s displayed where. The base class of all nodes is the CCNode class, which contains a position but has no visual representation. It’s the parent class for all other node classes, including the two most fundamental ones: CCScene and CCLayer. CCScene is an abstract concept and does nothing more than allow proper placement of objects in the scene according to their piXEl coordinates.

Note You can edit the User Header Search Paths setting in two ways: by clicking it twice with a delay between the clicks—this allows you to enter the text directly—or by double-clicking the field, which brings up an additional dialog with a nondescript check box in it. /** but don’t check the check box. /**/** which will cause compiler errors. Be sure to verify that the string is correct after the edit dialog closes. info 30 CHAPTER 2: Getting Started Now select the other target of the project.

In this case, we use cocos2d’s handy CCRANDOM_0_1() macro to change the label’s scale property to a value between 0 and 1. This will change the label’s size every time you touch the screen. Because getChildByTag will always return the label, you can safely cast it to a(CCLabelTTF*) object. However, be aware that doing so will crash your game if the retrieved object isn’t derived from the CCLabelTTF class for some reason. This could easily happen if you accidentally give another object the same tag number 13.

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