Learn SpriteBuilder for iOS Game Development [electronic resource] /
Itterheim, Steffen.author.
SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In Learn SpriteBuilder for iOS Game Development, experienced game developer and author Steffen Itterheim shows you how to get the most out of SpriteBuilder to create a full-featured 2D action game that you can use as a basis for your own games. You'll learn SpriteBuilder best practices, how to incorporate SpriteBuilder into your game development workflow, and how to use the various features of SpriteBuilder, including game physics, scrolling, menus, and playing audio assets. You'll learn everything from the basics to advanced topics like visual effects, soft-body physics, rendering textured polygons and porting to Android. You'll be using both SpriteBuilder and the latest version of Cocos2D, version 3. If you have a bit of iOS development experience and you want to learn to create imaginative 2D games, Learn SpriteBuilder for iOS Game Development is exactly the book you need.
Description based upon print version of record.
""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewers""; ""Acknowledgments""; ""Introduction""; ""Part I: Introducing SpriteBuilder and Cocos2D-iphone version 3""; ""Chapter 1: Introduction""; ""Whatâ€?s in This Book?""; ""Who Is This Book for?""; ""The Absolute Beginner""; ""The Experienced App Developer""; ""The Experienced Cocos2D Game Developer""; ""Requirements""; ""About SpriteBuilder""; ""Why Use SpriteBuilder?""; ""About Cocos2D""; ""About Apportable""; ""About Program Versions""; ""About Xcode Versions""; ""About the Example Projects""
""Example Projects Mapped to Chapters""""About Deployment Targets""; ""Table of Contents""; ""Chapter 1â€?Introduction""; ""Chapter 2â€?Laying the Groundwork""; ""Chapter 3â€?Controlling and Scrolling""; ""Chapter 4â€?Physics and Collisions""; ""Chapter 5â€?Timelines and Triggers""; ""Chapter 6â€?Menus and Popovers""; ""Chapter 7â€?MainScene and GameState""; ""Chapter 8â€?Selecting and Unlocking Levels""; ""Chapter 9â€?Physics Joints""; ""Chapter 10â€?Soft-Body Physics""; ""Chapter 11â€?Audio and Labels""; ""Chapter 12â€?Visual Effects and Animations""; ""Chapter 13â€?Porting to Android""
""Chapter 14â€?Debugging and Best Practices""""Before You Get Started""; ""Chapter 2: Laying the Groundwork""; ""Creating a SpriteBuilder Project""; ""The SpriteBuilder Projectâ€?s Xcode Project""; ""First Scene, First Code""; ""Creating the GameScene""; ""Reviewing the Node Library""; ""Creating a Button""; ""Assigning a Button Selector""; ""Changing the Launch Scene""; ""Creating a Custom Class for the GameScene""; ""Implementing the Button Selector""; ""Changing the Scene on Button Tap""; ""Creating a Level Sub File Node""; ""The Node Selection Handles""; ""Editing Node Properties""
""Changing Node Draw Order""""Filling the Layer with a Gradient""; ""Creating a Sub File Reference""; ""Adding the Player Sprite""; ""Creating a Sprite Sheet""; ""Creating the Player Prefab""; ""Creating an Instance of the Player Prefab""; ""Summary""; ""Chapter 3: Controlling and Scrolling""; ""Touch and Go: Moving the Player""; ""Finding the Player Node by Its Name""; ""Assigning the Level-Node ivar""; ""Moving the Player with CCActionMoveTo""; ""Scrolling the Level""; ""Scheduling Updates""; ""Moving the Level Node in the Opposite Direction""; ""Parallax Scrolling""
""Adding a Background CCB""""Adding the main Background Sprite""; ""Working with Images""; ""Project Settings""; ""Adding Additional Background Layers""; ""Adding SpriteSheets for Background Graphics""; ""Designing the Background Layers""; ""Prepare to Parallax in 3, 2, 1...""; ""Summary""; ""Chapter 4: Physics & Collisions""; ""Player Physics""; ""Enabling Physics for the Player Sprite""; ""Move and Rotate Actions Conflict with Physics""; ""Moving the Player Through Physics""; ""Accelerating the Player""; ""Imposing a Speed Limit on the Player""; ""Expose Design Values as Custom Properties""
""Constructing the Level Physics""
Includes bibliographical references and index.
SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In Learn SpriteBuilder for iOS Game Development, experienced game developer and author Steffen Itterheim shows you how to get the most out of SpriteBuilder to create a full-featured 2D action game that you can use as a basis for your own games. You'll learn SpriteBuilder best practices, how to incorporate SpriteBuilder into your game development workflow, and how to use the various features of SpriteBuilder, including game physics, scrolling, menus, and playing audio assets. You'll learn everything from the basics to advanced topics like visual effects, soft-body physics, rendering textured polygons and porting to Android. You'll be using both SpriteBuilder and the latest version of Cocos2D, version 3. If you have a bit of iOS development experience and you want to learn to create imaginative 2D games, Learn SpriteBuilder for iOS Game Development is exactly the book you need.
iOS (Electronic resource)
Apple computer.
Software engineering.
Apple and iOS.
Software Engineering/Programming and Operating Systems.