New PDF release: Creating Games with cocos2d for iPhone 2

By Paul Nygard

Master cocos2d via development 9 whole video games for the iPhone


  • Games are defined intimately, from the layout judgements to the code itself.
  • Learn to construct a large choice of online game varieties, from a reminiscence tile video game to an unending runner.
  • Use assorted layout methods that can assist you discover the cocos2d framework.

In Detail

Cocos2d for iPhone is a straightforward (but robust) 2nd framework that makes it effortless to create video games for the iPhone. there are millions of video games within the App shop already utilizing cocos2d. video game improvement hasn't ever been this approachable and simple to get started.

"Creating video games with cocos2d for iPhone 2" takes you thru the total technique of designing and development 9 whole video games for the iPhone, iPod contact, or iPad utilizing cocos2d 2.0. The initiatives commence easily and steadily bring up in complexity, development at the classes discovered in earlier chapters. solid layout practices are emphasised throughout.

From an easy fit online game to an never-ending runner, you'll tips on how to construct a wide selection of video game styles.

You will easy methods to enforce animation, activities, create “artificial randomness”, use the Box2D physics engine, create tile maps, or even use Bluetooth to play among devices.

"Creating video games with cocos2d for iPhone 2" will take your video game construction talents to the subsequent point.

What you are going to research from this book

  • Control sprites with contact, joysticks, and tilt controls.
  • Use sprite sheets, debris, and plists effectively.
  • Learn a number of techniques to unravel universal challenges.
  • Integrate cocos2d with the Box2D physics engine.
  • Use third-party courses for joystick keep watch over, tile maps, and more.
  • Implement Bluetooth to play throughout a number of devices.
  • Learn game-specific A.I. layout methodologies.


There are 9 entire video games with expanding complexity inbuilt this ebook. the method of video game construction is well-illustrated with screenshots and defined code.

Who this ebook is written for

This publication is geared toward readers with an figuring out of Objective-C and a few familiarity with the cocos2d for iPhone 2.0 framework.

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Additional info for Creating Games with cocos2d for iPhone 2

Example text

This chapter also walks through how we can use a single pixel to draw almost everything in the game. Chapter 7, Playing Pool, Old School, revisits the Box2D physics engine to build a top-down pool game. The focus on this chapter is to implement a simple "rules engine" into the game, as well as how to easily build multiple control methods into the same game. Chapter 8, Shoot, Scroll, Shoot Again, walks through the building of a top-down scrolling shooter. This chapter walks you through how to use readily available outside tools and resources, including Sneaky Joystick and the Tiled tile map editor.

Who this book is for This book is written for people who have basic experience with cocos2d, but want some guidance on how to approach real-world design issues. Although the book does revisit some basic concepts, we hit the ground running, so having a basic understanding of cocos2d is recommended. At least some knowledge of Objective-C is also strongly recommended. Conventions In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Based on the screen size, we want our tiles to be 150 points wide and 150 points high. Since we want to use better graphics on iPhone (and iPod Touch) Retina Display devices, our -hd version of the graphics will need to be 300 pixels by 300 pixels. Tip Points are the easiest way to use cocos2d effectively. On an older iOS Device, one point equals one pixel on the screen. On Retina Display devices, one point equals two pixels, which occupy the same physical space on the screen as the one pixel on the non-Retina screens.

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