Index
A
- accelerometer
- calibrating / Calibrating the accelerometer
- accelerometer input
- handling / Handling the accelerometer input
- CoreMotion framework, linking / Linking the CoreMotion framework
- onEnter method / onEnter and onExit
- onExit method / onEnter and onExit
- converting, to movements / Converting accelerometer input into movements
- actions
- about / CCActions in depth
- interval actions / CCActions in depth
- instant actions / CCActions in depth
- ease actions / CCActions in depth
- sequences / CCActions in depth
- function calls / CCActions in depth
- blocks / CCActions in depth
- AI
- adding, to defenses / Giving AI to the defenses
- anchor point
- about / Anchor points
- setting / Anchor points
- animation, beat 'em up game
- creating / Creating your first animation
- Artificial Intelligence (AI)
- about / Taking human decisions
- Audacity
- Automatic Reference Counting (ARC) / Understanding the default project
B
- background, platform game
- scrolling / Scrolling the background and blocks
- background music, RunYetiRun
- URL / GarageBand
- beat 'em up game
- zombie, moving / Moving the zombie
- CCSpriteBatchNode class, using / CCSpriteBatchNode
- animation, creating / Creating your first animation
- hitting action, performing on enimies / 3-star challenge – hitting the air, The solution
- zombie class, creating / Creating the zombie class
- human enemies class, creating / Creating the human enemies class
- enemies' AI, implementing / Taking human decisions
- life bar, drawing / Drawing a life bar
- finishing / Game over
- blocks, platform game
- scrolling / Scrolling the background and blocks
- bodies
- static / Physics engines
- dynamic / Physics engines
- kinematic / Physics engines
- Box2D
- about / Game physics in Cocos2d
C
- CCActions
- creating / CCActions in depth
- CCDrawNode class / Drawing and coloring
- CCLabelBMFont class
- used, for creating labels / Creating labels with CCLabelBMFont
- CCNode class
- CCNode class, contentSizeType property values
- CCNode class, positionType property values
- CCParallaxNode class
- using / CCParallaxNode
- CCParticleSystem class
- using / CCParticleSystem
- common properties / Common properties
- CCParticleSystem class, attributes
- totalParticles / Common properties
- life/lifeVar / Common properties
- emissionRate / Common properties
- startSpin/startSpinVar / Common properties
- endSpin/endSpinVar / Common properties
- startSize/startSizeVar / Common properties
- endSize/endSizeVar / Common properties
- startColor/startColorVar / Common properties
- endColor/endColorVar / Common properties
- texture / Common properties
- angle/angleVar / Common properties
- duration / Common properties
- posVar / Common properties
- sourcePosition / Common properties
- CCParticleSystem class, modes
- about / CCParticleSystem modes
- CCParticleSystemModeGravity / CCParticleSystemModeGravity
- CCParticleSystemModeRadius / CCParticleSystemModeRadius
- CCParticleSystemModeGravity
- about / CCParticleSystemModeGravity
- gravity attribute / CCParticleSystemModeGravity
- speed attribute / CCParticleSystemModeGravity
- speedVar attribute / CCParticleSystemModeGravity
- tangentialAccel attribute / CCParticleSystemModeGravity
- tangentialAccelVar attribute / CCParticleSystemModeGravity
- radialAccel attribute / CCParticleSystemModeGravity
- radialAccelVar attribute / CCParticleSystemModeGravity
- CCParticleSystemModeRadius
- about / CCParticleSystemModeRadius
- startRadius attribute / CCParticleSystemModeRadius
- startRadiusVar attribute / CCParticleSystemModeRadius
- endRadius attribute / CCParticleSystemModeRadius
- endRadiusVar attribute / CCParticleSystemModeRadius
- rotatePerSecond attribute / CCParticleSystemModeRadius
- rotatePerSecondVar attribute / CCParticleSystemModeRadius
- CCPhysicsBody class
- about / CCPhysicsBody
- URL / CCPhysicsBody
- affectedByGravity property / CCPhysicsBody
- absolutePosition property / CCPhysicsBody
- body property / CCPhysicsBody
- collisionType property / CCPhysicsBody
- density property / CCPhysicsBody
- elasticity property / CCPhysicsBody
- friction property / CCPhysicsBody
- sensor property / CCPhysicsBody
- sleeping property / CCPhysicsBody
- type property / CCPhysicsBody
- CCPhysicsCollisionDelegate
- about / CCPhysicsBody and CCPhysicsShape properties
- URL / CCPhysicsBody and CCPhysicsShape properties
- implementing / CCPhysicsCollisionDelegate
- ccPhysicsCollisionBegin method / CCPhysicsCollisionDelegate
- ccPhysicsCollisionPreSolve method / CCPhysicsCollisionDelegate
- ccPhysicsCollisionPostSolve method / CCPhysicsCollisionDelegate
- ccPhysicsCollisionSeparate method / CCPhysicsCollisionDelegate
- CCPhysicsNode class
- URL / CCPhysicsNode
- about / CCPhysicsNode
- collisionDelegate property / CCPhysicsNode
- debugDraw property / CCPhysicsNode
- gravity property / CCPhysicsNode
- iterations property / CCPhysicsNode
- sleepTimeThreshold property / CCPhysicsNode
- space property / CCPhysicsNode
- CCPhysicsShape class
- creating / CCPhysicsShape
- URL / CCPhysicsShape
- CCPhysicsShape class, initializers
- circleShapeWithRadius-center / CCPhysicsShape
- rectShape-cornerRadius / CCPhysicsShape
- pillShapeFrom-to-cornerRadius / CCPhysicsShape
- polygonShapeWithPoints-count-cornerRadius / CCPhysicsShape
- CCPhysicsShape class, properties
- area / CCPhysicsShape
- body / CCPhysicsShape
- elasticity / CCPhysicsShape
- density / CCPhysicsShape
- mass / CCPhysicsShape
- next / CCPhysicsShape
- node / CCPhysicsShape
- sensor / CCPhysicsShape
- shape / CCPhysicsShape
- CCScene class
- creating / Creating the CCScene class
- URL / Creating the CCScene class
- about / Creating the CCScene class
- CCSprite
- extending / Extending CCSprite, Shooting some lasers
- lasers, shooting / Shooting some lasers
- UFOs collision, detecting / When UFOs collide
- CCSpriteBatchNode class
- using / CCSpriteBatchNode
- CCSprite class
- Chipmunk
- about / Game physics in Cocos2d, Introducing Chipmunk
- URL / Introducing Chipmunk
- CCPhysicsNode class / CCPhysicsNode
- CCPhysicsBody class / CCPhysicsBody
- collision detection / Advanced collision detection with Chipmunk
- snooker game, creating / Creating a snooker game with Chipmunk
- Cocos2d
- parallax effect, implementing / Implementing the parallax effect in Cocos2d
- texture atlases, loading / Loading texture atlases with Cocos2d
- Cocos2d project
- creating / Creating a new Cocos2d project
- executing / Run Xcode Run
- overview / Understanding the default project
- collisionCategory property / CCPhysicsBody and CCPhysicsShape properties
- collision detection
- with Chipmunk / Advanced collision detection with Chipmunk
- with CCPhysicsBody properties / CCPhysicsBody and CCPhysicsShape properties
- with CCPhysicsShape properties / CCPhysicsBody and CCPhysicsShape properties
- with CCPhysicsCollisionDelegate / CCPhysicsCollisionDelegate
- collisionGroup property / CCPhysicsBody and CCPhysicsShape properties
- collisionMask property / CCPhysicsBody and CCPhysicsShape properties
- coloring
- about / Drawing and coloring
- convex polygon
- about / PhysicsEditor
- convex set
- URL / PhysicsEditor
- about / PhysicsEditor
- CoreMotion framework
- linking / Linking the CoreMotion framework
- custom physics, platform game
- coding / Coding custom physics
- jump action, implementing / Jumping over the platforms
D
- data
- storing, NSUserDefault class used / Storing data using NSUserDefault
- loading, from external files / Loading data from external files
- Defend the Tower
- initializing / Initializing the game
- pathfinding algorithm, developing / Developing a pathfinding algorithm
- defensive positions, predefining / Predefining defensive positions
- defenses, adding / Placing defenses
- AI, adding to defenses / Giving AI to the defenses
- information, sharing between nodes / Sharing information between nodes
- waves of enemies, loading / Loading waves of enemies
- explosions, adding / 2-star challenge – adding explosions
- defenses, upgrading / 3-star challenge – upgrading defenses
- drawing
- about / Drawing and coloring
- draw method
- about / Drawing and coloring
- dynamic bodies
- about / Physics engines
E
- ease actions
- about / CCActions in depth
- elasticity
- about / Physics engines
- explosions
- creating / 2-star challenge – create explosions
- CCParticleSystemModeRadius particle, creating / The solution
- aliens attack, implementing / The attack of the aliens
F
- fonts, iOS
- URL / CCLabelTTF
- force
- about / Physics engines
- framerate independent movement
- friction
- about / Physics engines
G
- Game Center
- about / Game Center
- configuring, in iTunes Connect / Configuring Game Center in iTunes Connect
- game, configuring in Xcode / Configuring the game in Xcode
- availability, checking / Checking Game Center's availability
- player, authenticating / Authenticating the player
- online turn-based card game, integrating / Turn-based games
- Game Kit
- about / Game Center
- Game Kit, classes
- GKMatchRequest / Turn-based games
- GKTurnBasedMatch / Turn-based games
- GKTurnBasedParticipant / Turn-based games
- GKTurnBasedMatchmakerViewController / Turn-based games
- GKTurnBasedMatchmakerViewControllerDelegate / Turn-based games
- GKTurnBasedEventListener / Turn-based games
- game level
- creating, external file information used / Loading data from external files
- GarageBand
- using / GarageBand
- groups
- about / Creating a new Cocos2d project
H
- human enemies class, beat 'em up game
- creating / Creating the human enemies class
I
- instant actions
- about / CCActions in depth
- interval actions
- about / CCActions in depth
- iPad-only game
- creating / Creating an iPad-only game
- beat 'em up game, creating / Creating an iPad-only game
- image sizes, setting / Image sizes and names
- image names, providing / Image sizes and names
- iTunes Connect
- Game Center, configuring / Configuring Game Center in iTunes Connect
- URL / Configuring Game Center in iTunes Connect
K
- kinematic bodies
- about / Physics engines
L
- labels
- creating,with CCLabelBMFont class / Creating labels with CCLabelBMFont
- creating, with Littera / Littera
- labels, RunYetiRun
- adding / Adding labels
- adding, with CCLabelTTF class / CCLabelTTF
- updating / Updating labels
- life bar
- drawing / Drawing the life bar
- life bar, beat 'em up game
- drawing / Drawing a life bar
- Littera
M
- map scene
- creating / 3-star challenge – create a map scene
- mathematics game
- initializing / Initializing the game
- tutorial, developing / Developing a tutorial for our game
- data storing, NSUserDefault class used / Storing data using NSUserDefault
- data, loading from external files / Loading data from external files
- transitions, creating between scenes / Transitions
- map scene, creating / 3-star challenge – create a map scene
- menu, platform game
- adding / Adding a menu to the game
N
- noise, RunYetiRun
- creating / Making some noise
- creating, with OALSimpleAudio class / OALSimpleAudio
- growl.m4a audio file, using / Voice memos
- Audacity, using / Audacity
- GarageBand, using / GarageBand
- audio resources / Audio resources
- audio files, playing / Playing audio files
- NSUserDefault class
- used, for storing data / Storing data using NSUserDefault
O
- onEnter method
- about / onEnter and onExit
- onEnterTransitionDidFinish method
- about / onEnter and onExit
- onExit method
- about / onEnter and onExit
- onExitTransitionDidStart method
- about / onEnter and onExit
- online turn-based card game
- developing / Getting started with our project
- initializing / Initializing the game
- labels, creating with CCLabelBMFont class / Creating labels with CCLabelBMFont
- CCActions, creating / CCActions in depth
- card, dragging / Drag, drop, and scale
- card, dropping / Drag, drop, and scale
- card, scaling / Drag, drop, and scale
- integrating, with Game Center / Turn-based games
- first turn, initializing / The first turn
- turn, passing / Passing the turn
- turn, receiving / Receiving the turn
- cards, fighting / Fighting cards
- labels, adding for life points / Labels for life points
- match, finishing / Match over
- match status, viewing / Viewing the status when it's not our turn
P
- parallax effect
- about / Implementing the parallax effect in Cocos2d
- implementing / Implementing the parallax effect in Cocos2d
- CCParallaxNode class / CCParallaxNode
- Particle Designer
- about / Particle Designer
- URL / Particle Designer
- Emitter Settings / Particle Designer
- Color Settings / Particle Designer
- Texture Settings / Particle Designer
- Particle Settings / Particle Designer
- particle systems
- about / Particle systems
- CCParticleSystem class, using / CCParticleSystem
- Particle Designer / Particle Designer
- pathfinding algorithm
- developing / Developing a pathfinding algorithm
- enemies, following path / Following the path
- physics
- creating / Creating your first physics
- CCPhysicsShape class, creating / CCPhysicsShape
- sprites, creating / Creating sprites with physics
- Physics Body Editor
- URL / Defining shapes
- PhysicsEditor
- URL / Defining shapes
- used, for defining shapes / PhysicsEditor, Defining shapes
- shapes, loading in Xcode / Loading PhysicsEditor shapes in Xcode
- physics engines
- about / Physics engines
- Box2D / Game physics in Cocos2d
- Chipmunk / Game physics in Cocos2d
- platform game
- initializing / Initializing the game
- varied scene, configuring / Configuring a varied scene
- background, scrolling / Scrolling the background and blocks
- blocks, scrolling / Scrolling the background and blocks
- custom physics, coding / Coding custom physics
- menu, adding / Adding a menu to the game
- pinecones, adding to scene / 2-star challenge – adding pinecones to the scene, The solution
- score label, adding / 1-star challenge – adding a score label, The solution
- protocol methods
- initializeNewGame / The first turn
- receiveTurn / The first turn
- matchOver / The first turn
R
- R.U.B.E
- URL / Defining shapes
- RunYetiRun
- about / Your first game – RunYetiRun
- CCScene class, creating / Creating the CCScene class
- CCSprite class, adding / Adding the first CCSprite class
- anchor point, setting / Anchor points
- background image, adding / Placing things in context
- touch detection, enabling / Time for CCAction
- actions, controlling / Actions under control
- snowballs, adding / Throwing some snowballs
- snowballs, initializing / Rolling down the hill
- collisions, managing / Managing collisions
- labels, adding / Adding labels
- noise, creating / Making some noise
- finishing / Game over
- accurate collision detection, implementing / 1-star challenge – accurate collision detection, The solution
- lives, implementing / 2-star challenge – having three lives, The solution
S
- scene, platform game
- configuring / Configuring a varied scene
- pinecones, adding / 2-star challenge – adding pinecones to the scene, The solution
- scene graph
- about / CCNode
- score label, platform game
- shapes
- defining / Defining shapes
- defining, PhysicsEditor used / PhysicsEditor, Defining shapes
- loading, in Xcode / Loading PhysicsEditor shapes in Xcode
- snooker game
- creatiing / Creating a snooker game with Chipmunk
- snooker table, setting / Setting the snooker table
- pool balls, configuring / Configuring the snooker balls
- cue ball, hitting / Hitting the cue ball
- collisions, managing between snooker bodies / Managing collisions between snooker bodies
- sprites
- creating, with physics / Creating sprites with physics
- stacking feature
- static bodies
- about / Physics engines
T
- texture atlases
- about / Texture atlases
- creating, with TexturePacker / Creating texture atlases with TexturePacker
- loading, with Cocos2d / Loading texture atlases with Cocos2d
- TexturePacker
- about / Creating texture atlases with TexturePacker
- texture atlases, creating / Creating texture atlases with TexturePacker
- URL / Creating texture atlases with TexturePacker
- transitions
- creating, between scenes / Transitions
- TrueType font
- about / CCLabelTTF
- tutorial
- developing, for mathematics game / Developing a tutorial for our game
U
- UFO – Dr. Fringe collision detection
V
- virtual game controls
- developing / Developing virtual game controls
- visit method
- about / Drawing and coloring
X
- Xcode
- game, configuring / Configuring the game in Xcode
Z
- zombie, beat 'em up game
- moving / Moving the zombie
- zombie class, creating / Creating the zombie class
- keeping, in view / Keeping the main character in view
- collision, detecting / Detecting collisions with enemies
- life bar, creating / 2-star challenge – enemies' life bar