What this book covers
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.
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.
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.
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.
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.
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.
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.
Chapter 8, Adding Sound Effects and Music, shows how to easily add sound effects and music, switch between music tracks, and adjust audio properties.
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.
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.
Chapter 11, Working with Tile Maps, explains tile maps and shows the complete process of creating and using a tile map in the game.
Chapter 12, Standing Out – Integrating Game Center and In-App Purchases, covers integrating Game Center and adding In-App purchases to the game. This is a downloadable chapter and you can download this chapter from https://www.packtpub.com/sites/default/files/downloads/0144OS_Chapter_12.pdf.