Register your product to gain access to bonus material or receive a coupon.
This PDF will be accessible from your Account page after purchase and requires PDF reading software, such as Acrobat® Reader®.
The eBook requires no passwords or activation to read. We customize your eBook by discreetly watermarking it with your name, making it uniquely yours.
The iOS Game Programming Collection consists of two bestselling eBooks:
Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad “Gold Rush” is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they actually can be quite easy, and this collection is your perfect beginner’s guide.
Learning iOS Game Programming walks you through every step as you build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code. You learn the key characteristics of a successful iPhone game and important terminology and tools you will use.
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.
This collection helps you
Download the sample pages (includes Chapter 6 from Learning iOS Game Programming and Chapter 4 from Learning Cocos2D and corresponding Indexes from each)
Learning iOS Game Programming
Chapter 1 Game Design 1A
Chapter 2 The Three Ts: Terminology, Technology, and Tools 13A
Chapter 3 The Journey Begins 39A
Chapter 4 The Game Loop 73A
Chapter 5 Image Rendering 97A
Chapter 6 Sprite Sheets 137A
Chapter 7 Animation 153A
Chapter 8 Bitmap Fonts 165A
Chapter 9 Tile Maps 183A
Chapter 10 The Particle Emitter 223A
Chapter 11 Sound 249A
Chapter 12 User Input 285A
Chapter 13 The Game Interface 299A
Chapter 14 Game Objects and Entities 325A
Chapter 15 Collision Detection 357A
Chapter 16 Putting It All Together 369A
Index 395A
Learning Cocos2D
Part I Getting Started with Cocos2D 1B
Chapter 1 Hello, Cocos2D 3B
Chapter 2 Hello, Space Viking 23B
Chapter 3 Introduction to Cocos2D Animations and Actions 57B
Chapter 4 Simple Collision Detection and the First Enemy 83B
Part II More Enemies and More Fun 115B
Chapter 5 More Actions, Effects, and Cocos2D Scheduler 117B
Chapter 6 Text, Fonts, and the Written Word 151B
Part III From Level to Game 167B
Chapter 7 Main Menu, Level Completed, and Credits Scenes 169B
Chapter 8 Pump Up the Volume! 197B
Chapter 9 When the World Gets Bigger: Adding Scrolling 231B
Part IV Physics Engines 277B
Chapter 10 Basic Game Physics: Adding Realism with Box2D 279B
Chapter 11 Intermediate Game Physics: Modeling, Racing, and Leaping 333B
Chapter 12 Advanced Game Physics: Even Better than the Real Thing 375B
Chapter 13 The Chipmunk Physics Engine (No Alvin Required) 419B
Part V Particle Systems, Game Center, and Performance 479B
Chapter 14 Particle Systems: Creating Fire, Snow, Ice, and More 481B
Chapter 15 Achievements and Leaderboards with Game Center 495B
Chapter 16 Performance Optimizations 545B
Chapter 17 Conclusion 565B
Appendix A Principal Classes of Cocos2D 569B
Index 571B