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Learning iPhone Game Development with Cocos2d 3.0 [Englisch] [Taschenbuch]

Kirill Muzykov

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25. Juni 2014

Harness the power of Cocos2D to create your own stunning and engaging games for iOS


  • Find practical solutions to many real-world game development problems
  • Create games from start to finish by writing code and following detailed step-by-step instructions
  • Full of illustrations and diagrams, practical examples, and tips for deeper understanding of game development in Cocos2D for iPhone

In Detail

Cocos2D-iPhone (Cocos2D-Swift) is a robust yet simple-touse 2D game framework for iPhone. If you are just starting with game programming, Cocos2D will enable you to make your first game in no time. Even if you are a seasoned game developer, you will still be able to benefit from what Cocos2D offers.

This book will set you on the fast-track to game development with Cocos2D for iPhone. You will start by reviewing the basic classes and hierarchy, dive deep into animations and game flow, and finish by creating a complete game with UI using some advanced techniques.

You will begin the book with an empty Cocos2D project and build on it until you end up with a complete game. The book will teach you how to work on game logic, handling user input, controlling the character, and playing audio. Later, in the final part of the book, we'll have a working game on our hands, and we'll see how we can improve the game further

What you will learn from this book

  • Install Cocos2D and create projects using Cocos2D Xcode templates
  • Understand the Cocos2D architecture and its main classes
  • Render images and text, move and animate them
  • Control your game using touches and a gyroscope
  • Create a user interface and navigate between game screens
  • Use the physics engine to apply forces and detect collisions
  • Add sounds and music and change playback properties
  • Integrate your game with Game Center and make In-App purchases


This book is an easy-to-follow, step-by-step beginner's guide covering the full process of creating a game. It is packed with examples and illustrations, with comprehensive coverage of each topic.


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Über den Autor und weitere Mitwirkende

Kirill Muzykov

Kirill Muzykov has been passionate about programming since the age of six, when he wrote his first line of code in BASIC. After graduating from university, he worked for a couple of years in a software development company, but then decided he wanted to be in charge and founded a new company with two of his colleagues.

It took several years to grow the company from a small team consisting of cofounders to one of the leading companies in the region. However, after almost six years and dozens of completed projects for clients, he tried game development and fell in love with it. A few years ago, he made a big turn in his career and started working as an independent game developer.

In his free time, he loves to play games and watch Simpsons and Futurama. You can find his blog and forum for this book at www.kirillmuzykov.com.

In diesem Buch (Mehr dazu)
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Amazon.com: 4.6 von 5 Sternen  9 Rezensionen
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Cocos2D-Swift 3.0: A great way to get started developing iOS games! 19. August 2014
Von Amazon Customer - Veröffentlicht auf Amazon.com
Format:Kindle Edition
If you’re new to iOS game development now is a great time to get started. In 2008 a brilliant engineer named Ricardo Quesada rewrote his 2D game engine for Apple’s iOS and released it as open source. It’s no exaggeration to say that hundreds of games, like my own, were developed using Cocos2D—including dozens of hits. Now it’s 2014 and the newbie game developer has several versions of Quesada’s Cocos2D framework to choose from. But for me the branch of Cocos2D devoted to the iPhone and iPad will always have a special place in my heart. Clearly Cocos2D-iPhone (now called Cocos2D-Swift) was the inspiration for Apple’s SpriteKit framework. And once you learn the fundamentals of Cocos2D on iOS you can easily transfer these skills to Android, Windows, and HTML5 versions of the Cocos2d family. Working with Cocos2d-Swift is like “reading Shakespeare in the original Klingon.”

Learning iPhone Game Development with Cocos2d 3.0 by Kirill Muzykov is a book I wish I had when I was learning to develop my first iPhone game. Muzykov patiently covers all the basics (nodes, sprites, actions, text, sound, buttons, menus) and jumps into advanced topics (particles, physics, tile maps, iTunesConnect, Game Center, and in-app purchases) while guiding the reader though creating a game called CocosHunt and using important tools (Particle Designer, Texture Packer, Tiled) and websites (freesound.org, media.io).

Along the way the reader also learns about Objective-C, Xcode, and iOS APIs. You’re still a beginner by the time you finish Muzykov’s book but you’re a well informed beginner and ready to tackle larger and more complex projects—like the next Candy Crush.

One of the best things I like about Muzykov’s book is it’s structure. A typical chapter starts with setting up a project and cycles through segments entitled “time for action” and “what just happened?”. This alternating rhythm becomes a reliable way to digest the material and ensure the author doesn’t wave his hands over new concepts. Almost every chapter includes a pop-quiz. I’m not a big fan of quizzes but if that’s what you need to re-enforce the material Muzykov provides them.

The source code is clean and clearly written with good comments. Muzykov keeps the syntax simple, using “typedef enum” instead of “typedef NS_ENUM” and “#define” instead of “FOUNDATION_EXPORT NSString *const” which is probably for portability. Much of a game is managing state and game developer who follow Muzykov examples in his classes won’t get into trouble.

If you’re new to mobile game development and you want to focus on iOS then Learning iPhone Game Development with Cocos2d 3.0 is a good book for you.
1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Excellently written, and the only up to date book available 8. August 2014
Von Alex Curylo - Veröffentlicht auf Amazon.com
Format:Kindle Edition
Impressively well done book, quality ranges from nicely done to downright outstanding all the way through; the best introductory Cocos2D book written yet, we’d say. Our only serious problem with it is that there isn’t any introduction to SpriteBuilder, which we consider enough of an omission to withhold a fifth star. But everything that was included is five-star quality, and it's the only book out there right now covering Cocos2D-Swift 3.0 at all, so if you're looking to get started right now, this is your book!

Chapter by chapter commentary on the Preface's description, for those wanting more details:

> Chapter 1, All About Cocos2D, provides basic information about game engines, additional information about Cocos2D, as well as examples of great games created with Cocos2D.

Decent introduction, although if you're buying this you probably don't need the choice of Cocos2D to be justified any further.

> Chapter 2, Hello Cocos2D, guides you through the installation process and reviews the contents of the Cocos2D distribution package and demo projects that come with it.

And runs you through a hello world project with a sprite and label. Straightforwardly done.

> Chapter 3, Cocos2D – Under the Hood, describes the architecture of the framework and its main classes. In the second part of this chapter, we will review several Cocos2D configuration options.

This would have been a good chapter to use as an introduction to SpriteBuilder, relating the architecture to SpriteBuilder’s layout. As it is, it breaks the pacing a bit, as most people will want to jump right into getting something running we'd imagine. Worthwhile information though.

> Chapter 4, Rendering Sprites, begins to unveil the process of game creation. In this chapter, we will add a game scene, background image, player, and enemy characters. We will review some of the main properties of Cocos2D nodes and will make them move, rotate, flip, and so on.

Remarkably well done chapter! As well as all the display basics you’ll need, smoothly works in anchor points, character composition, and use of TexturePacker even.

> Chapter 5, Starting the Action, covers the process of controlling the game using states, handling touches, or using a gyroscope to get player input. At the end of this chapter, we will have a skeleton of a playable game.

Another excellent chapter, thoroughly covers interactivity as described and works in some good coordinate spaces and vector math discussion too.

> Chapter 6, Rendering Text, shows you how to display score, lives, earned points, and winning and losing labels. In this chapter, we will use both True Type and Bitmap font-based labels of Cocos2D and will discuss benefits and performance considerations.

Straightforward and competent; covers Glyph Designer too.

> Chapter 7, Animations and Particle Systems, demonstrates the use of different animation types and shows how to use particle systems to get really cool effects such as explosion and fire.

Competent enough for a beginner book, although we would’ve liked a little more on skeletal animation; covers Particle Designer too.

> Chapter 8, Adding Sound Effects and Music, shows how to easily add sound effects and music, switch between music tracks, and adjust audio properties.

Again straightforward and competent, nice that it mentioned sourcing and attributing from Freesound, Nature Sounds For Me, and NoSoapRadio. Cool stuff, check them out!

> Chapter 9, User Interface and Navigation, concentrates on creating a convenient user interface using Cocos2D controls such as buttons, the scroll view, table view, and so on. In this chapter, we will see how to create scenes that exist in most games, such as the menu scene, about scene, and so on, and how to navigate between them.

That sound like a lot to cover? Yes it is, and the “and so on” covers a good many asides. There’s a bit too much crammed in here we think, probably would have been a bit easier to follow if focused into UI and navigation chapters; but it’s certainly very good as is.

> Chapter 10, Physics, shows how to use the physics engine in your game. In this chapter, we will create a playable level using the physics engine; we will review how to create physics objects, adjust their properties, detect and filter collisions, use joints, and so on.

Yet another exceptionally well done chapter. Can’t actually think of an introduction to using physics engines we’ve ever read that was better than this, actually; balances features and explanation just about perfectly to get you started.

> Chapter 11, Working with Tile Maps, explains tile maps and shows the complete process of creating and using a tile map in the game.

Including parallax animation as well, which is a nice feature to have explained in a learning book.

> Chapter 12, Standing Out – Integrating Game Center and In-App Purchases, covers integrating Game Center and adding In-App purchases to the game.

Again a straightforward and competent explanation of the described tasks. And bonus points for a nice collection of various asset-finding links for the penniless indie to finish off the book with!
1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Gentle Cocos2d 3 Introduction by Example 6. August 2014
Von Christopher Haupt - Veröffentlicht auf Amazon.com
Format:Kindle Edition
I recently had a chance to read a review copy of the book Learning iPhone Game Development with Cocos2d 3.0 by Kirill Muzykov. I wrote something up for our local IGDA chapter, but wanted to share it here too.

The Packt Publishing folks are continuing to put out books in their game series for Cocos2d, which I think is a good idea. Small studios like mine rely on a core set of open source frameworks, and Cocos2d has been a go-to for a while. Even though our options are growing now (what with established AAA engines like Crytek, Unreal, etc. changing licensing to make things very interesting to small players), to Indies and larger studios alike, Cocos2d still has a good size following and is used globally for many projects.

This new addition to the Packt Publishing collection of Cocos2d books doesn’t attempt to teach Objective-C and dives right in to Cocos2d concepts. The book is of the style of building a single game across the various chapters of the book. At each step, the game (a hunting/platform type 2d game) is incrementally improved. Early chapters start with a conceptual spin, teaching the reader the basic architecture of the framework. It them proceeds into getting graphics on the screen, walking through drawing and action basics. Once simple elements like backgrounds and characters are on screen and moving, they are embellished with a head’s up display (HUD) of info, fun animations using basic frame-based and particle systems, and a bit of sound. With a simple game foundation, the book touches on the less glamorous yet important aspects of supporting game UI (e.g. menus, splash screens, etc.). It wraps with adding a demonstration of physics to increase the dynamic behavior of the game world. A final chapter is included discussing tile maps usage to create much larger game worlds.

In general, I found the writing to be informal and most like a friend walking you through a demonstration. The book is pretty code-heavy, with a “tell me what I’m about to learn, show me, explain it to me again, quiz me” approach. For those looking for more theory, you’ll want to consider other resources. For those who aren’t comfortable plying through lots of code or quite ready to apply specific examples to other game genres, this may also not be the best book to start with.

On the other hand, if you learn well from lots of examples that show relatively common techniques, this will be a good book for you to come up to speed on the more standard parts of the Cocos2d library.

I'm giving the book a 4 out of 5, largely due to a sense of "wanting more". The single game is a good start, but suggestions for applying techniques to other genres of 2d games, giving more pointers to game logic design/architecture using the framework, and a bit of AI or even networking/multiplayer, would have bumped it to 5 for me. If the book's supporting code and errata track the rapid updates for Cocos2d 3.x, I'd also amend my score...time will tell there.
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great example how a book for beginners must be written - Excellent! 6. August 2014
Von R.B. - Veröffentlicht auf Amazon.com
When a book normally starts with "its for everyone with no experience in game development and basic Objective-C skills"
i get sceptic. But "Learning iPhone Game Development with Cocos2d 3.0" from Kirill Muzykov is a really rare exception of that.
I was fascinated by the way the book explains all the details from sprites over physics to Tile Maps in an easy way. Added
with great illustrations and simple, effective code. And all this on a game called "Hunter" which is a refreshing difference
to examples used in other books i read, because of it's "real world" character.
The book is also full of hints (like debugging and understand FPS), side informations (like types of animation)
and quiz like questions to test the reader 's knowledge about each chapter.

I really wished this book was available when i start learning Cocos2D 3 years ago.
From my side a clear 5 star review (the first time i give this for a book).
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Current with the latest version of Cocos2d v3, and saves you a ton of time! 31. Juli 2014
Von Lv. 200 Amazon Berserker - Veröffentlicht auf Amazon.com
Format:Kindle Edition
I started learning Cocos2d last year, and struggled because the books and tutorials I was coming across were outdated. This book takes care of that, covering Cocos2d v3 which is the latest version right now. I found the teaching on caching sounds, developing levels for retina/non-retina displays and UI layout most interesting. Additionally you'll learn how to use tools such as TexturePacker to handle assets in the game. This is a big deal, as a lot of time can be wasted as you are learning if you don't have a good book like this one on hand! My only regret with this book is that it was not around when I first started last year, as it would have saved me a ton of time!
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