Learn SpriteBuilder for iOS Game Development
SpriteBuilder is the fun and versatile game development environment that is a natural successor to Cocos2D, Cocos3D, and Chipmunk2D. In Learn SpriteBuilder for iOS Game Development, experienced game developer and author Steffen Itterheim shows you how to get the most out of SpriteBuilder to create a full-featured 2D action game that you can use as a basis for your own games.
You'll learn SpriteBuilder best practices, how to incorporate SpriteBuilder into your game development workflow, and how to use the various features of SpriteBuilder, including game physics, scrolling, menus, and playing audio assets. You'll learn everything from the basics to advanced topics like visual effects, soft-body physics, rendering textured polygons and porting to Android. You'll be using both SpriteBuilder and the latest version of Cocos2D, version 3. If you have a bit of iOS development experience and you want to learn to create imaginative 2D games, Learn SpriteBuilder for iOS Game Development is exactly the book you need.
€ SpriteBuilder and Cocos2D v3 basics
€ How to design a parallax scrolling game scene
€ All about game physics in SpriteBuilder from simple animations to breakable joints and soft-body physics
€ Creating and combining visual effects
€ Designing menu screens with scroll views
€ Font management and localization for your game
€ How to incorporate audio assets in your game
Game developers who have experience with iOS development but are new to SpriteBuilder. Some Cocos2d or Sprite Kit experience is helpful but not necessary.
Part I: Introducing SpriteBuilder and Cocos2D-iphone version 3
Ch. 1: Introduction
Ch. 2: Laying the Groundwork
Ch. 3: Controlling and Scrolling
Ch. 4: Physics and Collisions
Ch. 5: Timelines and Triggers
Ch. 6: Menus and Popovers
Part II: Getting Down to Business with SpriteBuilder
Ch. 7: MainScene and GameState
Ch. 8: Selecting and Unlocking Levels
Ch. 9: Physics Joints
Ch. 10: Soft-Body Plastics
Part III: Now You're a SpriteBuilder Pro!
Ch. 11: Audio and Labels
Ch. 12: Visual Effects and Animations
Ch. 13: Porting to Android
Ch. 14: Debugging and Best Practices