Verkauf durch Sack Fachmedien

Itterheim

Learn SpriteBuilder for iOS Game Development

Medium: Buch
ISBN: 978-1-4842-0263-0
Verlag: Apress
Erscheinungstermin: 22.11.2014
Lieferfrist: bis zu 10 Tage

SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In , 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, is exactly the book you need.


Produkteigenschaften


  • Artikelnummer: 9781484202630
  • Medium: Buch
  • ISBN: 978-1-4842-0263-0
  • Verlag: Apress
  • Erscheinungstermin: 22.11.2014
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2014
  • Produktform: Kartoniert, Paperback
  • Gewicht: 8434 g
  • Seiten: 456
  • Format (B x H x T): 191 x 235 x 25 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Autoren

Part I: Introducing SpriteBuilder and Cocos2D-iphone version 3

Ch. 1: Introduction

Ch. 2: Laying the Groundwork

Ch. 3: Controlling and Scrolling

Ch. 4: Physics and Collisions

Ch. 5: Timelines and Triggers

Ch. 6: Menus and Popovers

Part II: Getting Down to Business with SpriteBuilder

Ch. 7: MainScene and GameState

Ch. 8: Selecting and Unlocking Levels

Ch. 9: Physics Joints

Ch. 10: Soft-Body Plastics

Part III: Now You're a SpriteBuilder Pro!

Ch. 11: Audio and Labels

Ch. 12: Visual Effects and Animations

Ch. 13: Porting to Android

Ch. 14: Debugging and Best Practices