Learn IPhone 5 and IPad 2 Cocos2D Game Development by Steffen Itterheim, Andreas Löw

By Steffen Itterheim, Andreas Löw

Create compelling second video games with research cocos2d video game improvement with iOS five. This ebook indicates you the way to take advantage of the robust cocos2d online game engine to advance video games for iPhone and iPad with tilemaps, digital joypads, video game middle, and extra. It teaches you: the method and top practices of cellular online game improvement, together with sprite batching, texture atlases, parallax scrolling, contact and accelerometer enter. tips to improve your video games utilizing the Box2D and Chipmunk physics engines and different cocos2d-related instruments and libraries. the right way to upload UIKit perspectives to cocos2d and the way so as to add cocos2d to UIKit apps. the bits and bobs of the Kobold2D improvement atmosphere for cocos2d and its preconfigured libraries, together with cocos3d and Lua. better of all, study cocos2d online game improvement with iOS five may have you making video games correct from the very begin. It courses you step by step throughout the construction of pattern video games. those enjoyable examples are modeled after renowned App shop video games and train you key techniques of the cocos2d video game engine and proper instruments like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle fashion designer (particle effects), Glyph clothier (bitmap fonts), and others. This booklet deals a rock-solid creation to making video games made solely with cocos2d and very little iOS five SDK and OpenGL code. It additionally info substitute implementations, identifies the easiest unfastened and advertisement instruments for cocos2d video game improvement, positive aspects assurance of the author’s more advantageous cocos2d online game engine (Kobold2D), or even is helping you improve your game’s marketability at the App shop. What you’ll examine the method and most sensible practices of cellular video game improvement, together with sprite batching, texture atlases, parallax scrolling, contact and accelerometer enter. how you can increase your video games utilizing the Box2D and Chipmunk physics engines and different cocos2d-related instruments and libraries. how one can upload UIKit perspectives to cocos2d and the way so as to add cocos2d to UIKit apps. the bits and bobs of the Kobold2D improvement surroundings for cocos2d and its preconfigured libraries, together with cocos3d and Lua. Who this ebook is for The publication is geared toward starting video game builders searching for a better or even extra robust solution to create compelling 2nd snap shots utilizing OpenGL and Objective-C. it really is assumed that the reader may have a few wisdom of object-oriented programming and the Apple and iPhone/iPad developer setting. desk of Contents advent Getting all started necessities Your First online game online game development Blocks Sprites In-Depth Scrolling with pleasure Shoot ’em Up Particle results operating with Tilemaps Isometric Tilemaps Physics Engines Pinball video game video game heart most sensible instruments for cocos2D improvement Kobold2D basics extraordinary

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You may run into other developers who say that autorelease is bad or slow and shouldn’t be used. Don’t give in to them. 31 32 CHAPTER 2: Getting Started NOTE: The Apple developer documentation recommends reducing the number of autorelease objects. Most cocos2d objects, however, are created as autorelease objects. It makes memory management much easier, as I’ve shown. If you start using alloc/init and release for every cocos2d object, you’ll get yourself into a lot of pain for little to no benefit.

Now consider the following code, which illustrates how you’d allocate a CCNode object if you followed the traditional release style: // allocate a new instance of CCNode CCNode* myNode = [[CCNode alloc] init]; // do something with myNode … [myNode release]; This is not the preferred way to create cocos2d objects. It’s much easier to use the static initializer methods, which return an autorelease object. Contrary to what Apple recommends, the use of autorelease is consistently built into the cocos2d engine’s design by moving calls like [[[NSObject alloc] init] autorelease] to a static method in the class itself.

I recommend using CCLOG in place of NSLog because logging is for your eyes only. NSLog can slow down your published game because it will be run even in Release builds! One NSLog or CCLOG in the wrong place can spam the Debugger Console window with logging messages, causing slowdowns and lag. Logging is very slow, and a continuous stream of log messages printed to the Debugger Console can drag your game’s performance down to a crawl. If you suspect your game’s performance to be particularly slow in Debug builds, always check the Debugger Console for excessive logging activities.

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