Game Development Reference
In-Depth Information
Because cocos2d supports the TMX file format, you'll take a look at how to create tile-
based games using the Tiled editor.
Chapter 12, “Physics Engines”
This is a primer on using the Chipmunk and Box2D physics engines—and the crazy
things you can do with them.
Chapter 13, “Pinball Game”
In this chapter you'll create a basic pinball table using the Box2D physics engine. The
collision shapes are created with the help of the PhysicsEditor tool.
Chapter 14, “Game Center”
Learn how to turn the isometric tilemap game from Chapter 11 into a multiplayer game
for two, complete with leaderboards and achievements.
Chapter 15, “Cocos2d and UIKit Views”
This chapter goes into depth on how to mix and match cocos2d with regular Cocoa
Touch, particularly UIKit views. You'll learn how to add UIKit views to a cocos2d
game but also the reverse: how to integrate cocos2d in an existing UIKit app.
Chapter 16, “Kobold2D Introduction”
Kobold2D is my take on improving the cocos2d game engine by making it easier to
work with while adding features such as ARC compatibility and Lua scripting to it. In
this chapter you'll learn how to set up new Kobold2D projects and what's special about
Kobold2D.
Chapter 17, “Conclusion”
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