combat iOS5cocos2d game development (2)(Chinese Edition)
YI TE HAI MU (Steffen Itterheim)
Sold by liu xing, Nanjing, JS, China
AbeBooks Seller since April 7, 2009
New - Soft cover
Condition: New
Quantity: 1 available
Add to basketSold by liu xing, Nanjing, JS, China
AbeBooks Seller since April 7, 2009
Condition: New
Quantity: 1 available
Add to basketShip out in 2 business day, And Fast shipping, Free Tracking number will be provided after the shipment.Paperback. Pub Date :2012-10-01 Pages: 440 Publisher: the basic information title Tsinghua University Press book edge kc11.21: iOS cocos2d game development combat (2) List Price: 59.80 yuan: ite Anaheim (Steffen Itterheim) Publisher: Tsinghua University Press Publication Date: October 1. 2012 ISBN: 9787302303039 Words: Page: 440 Edition: 2nd Edition Binding: Paperback: Weight: 862 g Editor's Choice iOS 5 cocos2d The combat game development (2) will guide you to develop compelling 2D games. The book shows how to use the cocos2d this powerful game engine to develop iPhone and iPad game. in addition to the game tile map virtual joystick. Game Center. etc. Summary iOS 5 cocos2d game development combat (2nd edition) details cocos2d game engine is a process to create a complete cocos2d game instead of showing the iOS SDK or OpenGL code. It also presents the different implementations shows used to the auxiliary the cocos2d game developers the best and free commercial tools. interpretation of perfecting the cocos2d game engine - Kobold2D. make your game more competitive in the App Store . Table of Contents Chapter 1 Introduction 1.1 book 2 new 1.2 select for iOS cocos2d reason 1.2.1 Free 1.2.2 open source 1 2.3 Objective-C 1.2.4 2D physics engine of the game engine 1.2.5 1.2.6 Technical less difficult 1.2.7 still need programming 1.2.8 Awesome cocos2d Community 1.3 cocos2d-iphone project 1.4 Other cocos2d game engine 1.5 book Audience 1.6 premise 1.6.1 programming experience 1.6.2 in Objective-C 1.7 book content 1.7.1 iOS game development novice will learn what 1.7.2 iOS application developers will learn what 1.7.3 cocos2d developers will learn what 1.8 section 1.10 questions and feedback Chapter 2 Getting Started 2.1 Introduction 1.9 book source code preparations 2.1.1 System Requirements 2.1.2 registered iOS Developer 2.1.3 certificate authority 2.1.4 download and install the iOS SDK 2.1.5 Download and install cocos2d 2.2 HelloWorld 2.2.1 HelloWorld application file in the project the position 2.2.2 Resource 2.2.3 2.2.4 HelloWorld class support file memory management problems in 2.3 cocos2d 2.4 2.5.1 iOS device to change the world 2.5 You should also know that the 2.5.2 memory 2.5.3 iOS Simulator 2.5 .4 treatment said Chi 2.6 Chapter Summary Chapter 3 basics 3.1 scene Figure 3.2 CCNode class hierarchy 3.3 CCNode class node approach 3.3.1 3.3.2 action 3.3.3 message scheduling the 3.4 Director class. scenes and layer the 3.4.1 Director class of 3.4.2 CCScene 3.4.3 scenes and the memory 3.4.4 advancing and pop-up scene 3.4.5 CCZransitionScene class. 3.4.6 CCLayer 3.5 CCSprite class 3.5.1 Positioning Point Secret 3.5.2 Texture Size 3.6 CCLabelTTF class 3.7 Menu 3.8 Action 3.8.1 intervals Action 3.8.2 instantaneous action class single piece 3.9 cocos2d 3.10 cocos2d test case 3.11 Chapter Summary Chapter 4 4.1 step by step your game to create a project 4.2 Add the Player Sprite 4.3 accelerometer input 4.4 first test run rate of 4.5 players 4.6 add obstacles 4.7 Collision Detection 4.8 tags and bitmap fonts 4.8.1 add score the tag 4.8.2 CCLabelBMFont Introduction 4.8.3 Glyph Designer to create bitmap fonts 4.9 audio playback 4.10 ported to iPad 4.10 .1 single generic application or two separate applications 4.10.2 using Xcode3 transplantation iPad 4.10.3 Xcode4 ported to iPad 4.11 Chapter Summary Chapter 5 game component 5.1 5.1.1 add multiple multiple scenes scene 5.1.2 Loading the next paragraph. using multiple layers prepared 5.2 5.2.1 5.2.2 CCLayerColor 5.3 game objects 5.4 Using the CCSprite composite game object 5.5 a wonderful CCNode derived class inherits from CCSprite class crossing of 5.5.1 CCProgressTimer 5.5.2 CCParallaxNode 5.5.3 CCRibbon 5.5.4 CCMotionStreak 5.6 Chapter Summary Chapter 6-depth understanding of the Wizard 6.1 Retina display when the screen is 6.2 CCSpriteBatchNode 6.2.1 Item 6.3 of CCSpriteBatchNode 6.2.2 E.
Seller Inventory # EI052293
"About this title" may belong to another edition of this title.
We guarantee the condition of every book as it's described on the Abebooks web sites. If you're dissatisfied with your purchase (Incorrect Book/Not as Described/Damaged) or if the order hasn't arrived, you're eligible for a refund within 30 days of the estimated delivery date. If you've changed your mind about a book that you've ordered, please use the Ask bookseller a question link to contact us and we'll respond within 2 business days. Please Note:We don't sell any international Edition to you...
Most orders are shipped within 24 hours. We will delivery these items to you by AIRMAIL, EUB, EMS, TNT etc.
| Order quantity | 16 to 30 business days | 8 to 16 business days |
|---|---|---|
| First item | US$ 18.00 | US$ 30.00 |
Delivery times are set by sellers and vary by carrier and location. Orders passing through Customs may face delays and buyers are responsible for any associated duties or fees. Sellers may contact you regarding additional charges to cover any increased costs to ship your items.