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Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk (English Edition) Kindle版
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
- 言語英語
- 出版社Addison-Wesley Professional
- 発売日2011/7/7
- ファイルサイズ12014 KB
商品の説明
レビュー
–Jeff LaMarche, Principal, MartianCraft, LLC, and coauthor of Beginning iPhone Development (Apress, 2009)
“This book provides an excellent introduction to iOS 2D game development. Beyond that, the book also provides one of the best introductions to Box2D available. I am truly impressed with the detail and depth of Box2D coverage.”
–Erin Catto, creator of Box2D
“Warning: reading this book will make you need to write a game! Learning Cocos2D is a great fast-forward into writing the next hit game for iOS–definitely a must for the aspiring indie iOS game developer (regardless of experience level)! Thanks, Rod and Ray, for letting me skip the learning curve; you’ve really saved my bacon!”
–Eric Hayes, Principle Engineer, Brewmium LLC (and Indie iOS Developer)
“Learning Cocos2D is an outstanding read, and I highly recommend it to any iOS developer wanting to get into game development with Cocos2D. This book gave me the knowledge and confidence I needed to write an iOS game without having to be a math and OpenGL whiz.”
–Kirby Turner, White Peak Software, Inc.
“Learning Cocos2D is both an entertaining and informative book; it covers everything you need to know about creating games using Cocos2D.”
–Fahim Farook, RookSoft (rooksoft.co.nz)
“This is the premiere book on Cocos2D! After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors’ writing style is descriptive, concise, and fun to read. This book is a must have!”
–Nick Waynik, iOS Developer
著者について
Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com.
登録情報
- ASIN : B005BOMFIU
- 出版社 : Addison-Wesley Professional; 第1版 (2011/7/7)
- 発売日 : 2011/7/7
- 言語 : 英語
- ファイルサイズ : 12014 KB
- 同時に利用できる端末数 : 出版社からの制限により、この本を同時に読める端末数は最大5台までとなります
- Text-to-Speech(テキスト読み上げ機能) : 有効
- X-Ray : 有効にされていません
- Word Wise : 有効にされていません
- 付箋メモ : Kindle Scribeで
- 本の長さ : 632ページ
- カスタマーレビュー:
著者について
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他の国からのトップレビュー
This was another fabulous Addison-Wesley computer book. When I bought it, it worked with the current version of Cocos2d, and I recommended it to anyone learning to write games for Apple devices (5 STARS) however Cocos2d has continued to evolve and support other platforms. The API has changed enough that it would be a struggle to follow this book now.
* Formatting and layout: top notch. Thanks so much for their rare use of exclamation points. Good editing. And, supplying full-color graphics and text is very helpful.
* I'm a neophyte, and my goal for stepping through this is gain an overview of the processes, add some vocabulary and familiarity, and hopefully through repetition, learn a lot about Objective-C, iOS, and Cocos-2d. I very much appreciate the step-by-step instructions followed by narrative that takes me through the code.
* It was easy to download the full resources file with graphics, source code and I suppose, more that I haven't studied yet. I'm typing it all in, since I don't want to lose that experience by just taking the source code. What fun or purpose would that be? It's nice to know that the source is available in case I find myself stuck and need to compare.
* I was concerned that iOS has now moved on to 5.1 and XCode is now at 4.3.2 - perhaps I might stumble on incompatibilities. Sure, there have been a couple of instances where the text in the book doesn't line up 100% with the updated revisions, but actually, it's been interesting and fun to hold my breath and see how it all works. No problem whatsoever as yet.
* I also appreciate the book's Forum (available on line at a URL supplied within the book). A suggestion is that the authors organize the forum by chapters. As it is now, there are many threads, and I can see that finding whatever I might be interested in could be a challenge.
* I did find the errata, also available on-line. Very handy. I'm making it a habit to step through the errata and mark up the book before I embark on each new chapter.
Many thanks to Ray and Rod for their efforts here.
I must admit, I've been looking forward to this title for some months!! Boy! I doesn't dissapoint!! Well, written, and well delivered. I love the way the code in the book is colored as per the Xcode editor.
Even if you already have a good understanding of the Cocos2d Framework, I think this book will serve as a good reference, as I have.