Cocos2D book round-up

 

(*) cocos2d-x based, in Chinese

(**) Only partial content about Cocos2d





Cocos2d for iPhone 0.99 Beginner's Guide

Author: Pablo Ruiz
Publisher: Packt
ISBN: 978-1849513166
Publish Date: Jan 15/2011
Avg Review Score: 3.5
Pages: 368
Links:
Amazon.com
Safari Books Online
Packt Press
book1
 
Table of Contents:
  • Preface
  • Chapter 1: Getting Started with Cocos2d
  • Chapter 2: Playing with Sprites
  • Chapter 3: Let’s Do Some Actions
  • Chapter 4: Pasting Labels
  • Chapter 5: Surfing through Scenes
  • Chapter 6: Menu Design
  • Chapter 7: Implementing Particle Systems
  • Chapter 8: Familiarizing Yourself with Tilemaps
  • Chapter 9: Playing Sounds with CocosDenshion
  • Chapter 10: Using Physics Engine
  • Chapter 11: Integrating OpenFeint
  • Appendix: Pop Quiz Answers
Publishers Description:
  • A cool guide to learning cocos2d with iPhone to get you into the iPhone game industry quickly
  • Learn all the aspects of cocos2d while building three different games
  • Add a lot of trendy features such as particles and tilemaps to your games to captivate your players
  • Full of illustrations, diagrams, and tips for building iPhone games, with clear step-by-step instructions and practical examples

 

What you will learn from this book

  • Learn the basics of the most popular 2D framework for iPhone
  • Packed with tips and tricks for using this framework
  • Use actions and effects to make your graphics stand out
  • Implement particles to make your players vibrate
  • Make huge levels with Tilemaps
  • Play sounds in many different ways
  • Give your game real-life physics
  • Integrate OpenFeint, the most popular social gaming network, with your game

Cocos2d for iPhone 1 Game Development Cookbook

Author: Nathan Burba
Publisher: Packt
ISBN: 978-0470574925
Publish Date: Dec 15/2011
Avg Review Score: 5
Pages: 446
Links:
Amazon.com
Safari Books Online
Packt
book2
 
Table of Contents:
  • Preface
  • Chapter 1: Graphics
  • Chapter 2: User Input
  • Chapter 3: Files and Data
  • Chatper 4: Physics
  • Chapter 5: Scenes and Menus
  • Chapter 6: Audio
  • Chapter 7: Ai and Logic
  • Chapter 8: Tips,Tools and Ports
Publishers Description:
  • Discover advanced Cocos2d, OpenGL ES, and iOS techniques spanning all areas of the game development process
  • Learn how to create top-down isometric games, side-scrolling platformers, and games with realistic lighting
  • Full of fun and engaging recipes with modular libraries that can be plugged into your project

 

What you will learn from this book

  • Render, manipulate, animate, and optimize Cocos2d sprites, primitives and particles
  • Learn advanced graphical techniques including 2D lighting, rendering textured polygons, and drawing 3D primitive shapes
  • Use third party libraries for data, networking, and more
  • Gain a deep understanding of the Box2D physics engine
  • Create multiplayer networked games and games with intelligent AI actors
  • Learn tips, tricks, and best practices used by professional game developers

Learn cocos2d Game Development with iOS 5

Author: Steffen Itterheim
Publisher: APress
ISBN: 978-1430238133
Publish Date: Nov 9/2011
Avg Review Score: 4
Pages: 532
Links:
Amazon.com
Safari Books Online
APress
book3
 
Table of Contents:
  • Introduction
  • Getting Started
  • Essentials
  • Your First Game
  • Game Building Blocks
  • Sprites In-Depth
  • Scrolling with Joy
  • Shoot ‘em Up
  • Particle Effects
  • Working with Tilemaps
  • Isometric Tilemaps
  • Physics Engines
  • Pinball Game
  • Game Center
  • Best Tools for cocos2D Development
  • Kobold2D Fundamentals
  • Out of the Ordinary
Publishers Description:

Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more.


It teaches you:

  • The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
  • How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
  • How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
  • The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua.

 

Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others.

 

This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author’s improved cocos2d game engine (Kobold2D), and even helps you enhance your game’s marketability on the App Store.

 
What you’ll learn
  • The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input.
  • How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries.
  • How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.
  • The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua.

Learn iPhone and iPad cocos2d Game Development

Author: Steffen Itterheim
Publisher: APress
ISBN: 978-1430233039
Publish Date: Dec 2/2010
Avg Review Score: 4
Pages: 416
Links:
Amazon.com
Safari Books Online
APress
book4
 
Table of Contents:
  • Introduction
  • Getting Started
  • Essentials
  • Your First Game
  • Game Building Blocks
  • Sprites In-Depth
  • Scrolling with Joy
  • Shoot ‘Em Up
  • Particle Effects
  • Working with Tilemaps
  • Isometric Tilemaps
  • Physics Engines
  • Pinball Game
  • Game Center
  • Out of the ordinary
Publishers Description:

Note, appears to be earlier version of Learn cocos2d Game Development with iOS 5

Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others.


The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading.


It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary.

 

What you’ll learn
  • Familiarity with the core cocos2d game engine API and the Box2d physics engine
  • Understanding of the process and best practices of game development, in the context of cocos2d and its related tools
  • Enthusiasm and excitement to create your own games paired with a realization that you are able to create games which can compete on the App Store
  • Where to go from here: further information and alternative implementations

Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk

Author: Rod Strougo
Publisher: Addison-Wesley
ISBN: 978-0321735621
Publish Date: Feb 15/2010
Avg Review Score: 4.5
Pages: 640
Links:
Amazon.com
Safari Books Online
Addison-Wesley
book5
 
Table of Contents:
  • Preface
  • Hello, Cocos2D
  • Hello, Space Viking
  • Introduction to Cocos2D Animations and Actions
  • Simple Collision Detection and the First Enemy
  • More Actions, Effects, and Cocos2D Scheduler
  • Text, Fonts, and the Written Word
  • Main Menu, Level Completed, and Credits Scenes
  • Pump up the Volume
  • When the World Gets Bigger: Adding Scrolling
  • Basic Game Physics: Adding Realism with Box2D
  • Intermediate Game Physics: Modeling, Racing, and Leaping
  • Advanced Game Physics: Even Better than the Real Thing
  • The Chipmunk Physics Engine ( No Alvin Required )
  • Particle Systems: Creating Fire, Snow, Ice and More
  • Achievements and Leaderboards with Game Center
  • Performance Optimizations
  • Conclusion
Publishers Description:

Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig,then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy.

 

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.

 

Download the free version of Space Viking from the App Store today! Help Ole find his way home while learning how to build the game.

 

As you build Space Viking, you’ll learn how to

  • Install and configure Cocos2D so it works with Xcode 4
  • Build a complete 2D action adventure game with Cocos2D
  • Add animations and movement to your games
  • Build your game’s main menu screen for accessing levels
  • Use Cocos2D’s Scheduler to make sure the right events happen at the right times
  • Use tile maps to build scrolling game levels from reusable images
  • Add audio and sound effects with CocosDenshion—Cocos2D’s sound engine
  • Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines
  • Add amazing effects to your games with particle systems
  • Leverage Game Center in your game for achievements and leader boards
  • Squeeze the most performance from your games along with tips and tricks

iPhone Cool Projects

Author: Various
Publisher: APress
ISBN: 978-1430223573
Publish Date: Aug 13/2009
Avg Review Score: 4
Pages: 240
Links:
Amazon.com
Safari Books Online
APress
book6
 
Table of Contents:
  • Designing a Simple, Frenzic-Style Puzzle Game
  • Mike Ash’s Deep Dive Into Peer-to-Peer Networking
  • Doing Several Things at Once: Performance Enhancements with Threading
  • All Fingers and Thumbs: Multitouch Interface Design and Implementation
  • Physics, Sprites, and Animation with the cocos2d-iPhone framework
  • Going the Routesy Way with Core Location, XML, and SQLite.
Publishers Description:

The iPhone and iPod touch have provided all software developers with a level playing field—developers working alone have the same access to consumers as multinational software publishers. Very cool indeed! To make your application stand out from the crowd, though, it has to have that something extra. You must learn the skills to take your apps from being App Store filler to download chart-topping blockbusters.

 

Developers with years of experience helped write this book. Spend some time understanding their code and why they took the approach they did. You will find the writing, illustrations, code, and sample applications second to none. No matter what type of application you are writing, you will find something in this book to help you make your app that little bit cooler.

 

The book opens with Wolfgang Ante, the developer behind the Frenzic puzzle game, showing how timers, animation, and intelligence are used to make game play engaging. It moves on to Rogue Amoeba's Mike Ash explaining how to design a network protocol using UDP, and demonstrating its use in a peer-to-peer application—a topic not normally for the faint of heart, but explained here in a way that makes sense to mere mortals. Gary Bennett then covers the important task of multithreading. Multithreading can be used to keep the user interface responsive while working on other tasks in the background. Gary demonstrates how to do this and highlights traps to avoid along the way.

 

Next up, Canis Lupus (aka Matthew Rosenfeld) describes the development of the Keynote-controlling application Stage Hand, how the user interface has evolved, and the lessons he has learned from that experience. Benjamin Jackson then introduces two open source libraries: cocos2d, for 2D gaming; and Chipmunk, for rigid body physics (think “collisions”). He describes the development of Arcade Hockey, an air hockey game, and explains some of the code used for this.

 

Neil Mix of Pandora Radio reveals the science behind processing streaming audio. How do you debug what you can't see? Neil guides you through the toughest challenges, sharing his experience of what works and what to watch out for when working with audio. Finally, Steven Peterson demonstrates a comprehensive integration of iPhone technologies. He weaves Core Location, networking, XML, XPath, and SQLite into a solid and very useful application.

 

Software development can be hard work. Introductory books lay the foundation, but it can be challenging to understand where to go next. This book shows some of the pieces that can be brought together to make complete, cool applications.

 

What you’ll learn
  • Add multitouch controls to your applications.
  • Detect motion for spatial application interaction.
  • Build applications that use both Wi-Fi and cellular connections.
  • Understand and use GPS information for geo-location.
  • Use the built-in microphone and play sounds and alerts.
  • Optimize your use of limited screen real estate.

Pro iOS 5 Augmented Reality

Author: Kyle Roche
Publisher: APress
ISBN: 978-1430239123
Publish Date: Dec 14/2011
Avg Review Score: 4.5
Pages: 356
Links:
Amazon.com
Safari Books Online
APress
book7
 
Table of Contents:
  • Introduction
  • Hardware Comparisons
  • Location Services
  • iOS Sensors
  • Sound and User Feedback
  • Camera and Video
  • Using cocos2D for AR
  • Build a coco2D AR Game
  • Third-party AR SDKs
  • Building a Marker-based AR App Using OpenGL
  • Building a Social AR App
  • OpenCV and Facial Recognition
  • Building a Facial-recognition AR App
Publishers Description:

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go.

 

Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress.

 


After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.

 

What you’ll learn
  • The differences in hardware sensors, cameras and more between the iPhone 4 and iPhone 4S, iPod touch, iPad and iPad 2
  • How to use MapKit and integrate it into your app
  • How to play and record sound within an augmented reality app
  • How to use the iPhone or iPad camera and video
  • How to program against the accelerometer and gyroscope to detect movement and the orientation of the iPhone or iPad
  • How to access and use the information from the magnetometer (compass)
  • How to use cocos2D to overlay a heads-up display on the camera view
  • How to integrate facial recognition into your app
  • How to build augmented reality feature-rich enterprise game and Facebook apps

cocos2d-x手机游戏开发:跨iOS、Android和沃Phone平台

Author: Xu SongLin, Huang Meng
Publisher: ???
ISBN: 978-7115267665
Publish Date: Jan 1/2012
Avg Review Score: N/A
Pages: 195
Links:
Amazon.cn
dangdang.com
360Buy.com
book8
 
Publishers Description:

《cocos2d-x手机游戏开发:跨iOS、Android和沃Phone平台》共有12章,以跨平台的手机游戏开发为主线,围绕着cocos2d-x引擎,由浅入深地讲解了智能手机的游戏开发过程、跨平台游戏引擎的原理、跨平台游戏引擎周边工具以及跨平台的游戏开发,还给出了完整的实战案例,语言简洁,结构清晰。《cocos2d-x手机游戏开发:跨iOS、Android和沃Phone平台》适合所有想进入智能手机平台游戏领域的人士,包括在校大学生、游戏开发者和网络游戏公司的CTO等。






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