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Titlebook: Learn cocos2d Game Development with iOS 5; Steffen Itterheim,Andreas Löw Book 2011 Steffen Itterheim and Andreas Lw 2011

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Essentials,This chapter will introduce you to the essential building blocks of the cocos2d game engine. You’ll be using most of these classes in every game you create, so understanding what’s available and how these classes work together will help you write better games. Armed with this knowledge, you’ll find it a lot easier to start working with cocos2d.
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Sprites In-Depth,In this chapter, I’ll focus on working with sprites. There are numerous ways to create sprites from individual image files and texture atlases. I will also explain how to create and play sprite animations.
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,Shoot’ em Up,What does a game of this kind need above all else? Something to shoot up and bullets to evade. In this chapter, you’ll be adding enemies to the game and even a boss monster.
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Particle Effects,To create special visual effects, game programmers often make use of .. Particle systems work by emitting vast numbers of tiny particles and rendering them efficiently, much more efficiently than if they were sprites. This allows you to simulate effects such as rain, fire, snow, explosions, vapor trails, and many more.
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Working with Tilemaps,In the next two chapters, I’ll introduce you to the world of tile-based games. Whether you’ve been playing games since the age of classic role-playing games like Ultima or you’ve just recently joined your Facebook friends in Farmville, I’m sure you’ve already played a game that uses the tilemap concept for displaying its graphics.
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Pinball Game,I’d like to put the Box2D physics engine to good use, so in this chapter you’ll be making an actual pinball game. Pinball tables are all about using our physical world and turning that into a fun experience. With a physics engine, however, you’re not just limited to real-world physics.
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