iOS App Development with Cocos2d (v1 or v2) and Xcode

Learn to build games or apps for the iPhone or iPad using Xcode and Cocos2d.
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  • Lectures 32
  • Contents Video: 22 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 10/2013 English

Course Description

Learn to build an App, for whatever your reason. Got a killer idea for a game? Do you want to make an app to amuse yourself, your classroom, or your kids? Does your resume need a boost? What if you had a hobby that could make you money?


These are all great reasons to learn. Hundreds of students have already begun this course to better their careers or to simply make better use of their free time.

What are the requirements?

  • Mac with Xcode

What am I going to get from this course?

  • By the end of this course, you will be able to build a complete iOS app.

What is the target audience?

  • anyone

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.

Curriculum

Section 1: UPDATES FOR XCODE 5
16:00

Covers using Image Asset Folders with Cocos2d, switching from Landscape to Portrait and other tidbits regarding Xcode 5

Section 2: THE BASICS OF XCODE 4 AND COCOS2D
06:37

Introduction to the Series.

06:28

Installing XCode and Cocos2d.

11:29

Quick Xcode Tour and Adding Sources to Your Project.

10:12

Differences between the Cocos2d v1 and Cocos2d v2 template.

06:25

So what is this App you will be building?

07:35

App Identifiers and Provisioning Profiles.

55:27

Cocos2D basics, importing images, CCSprite properties, scheduling methods.

41:28

Accelerometer, touch events, CCActions.

Base SDK Missing Warning
01:03
Section 3: BASIC EBOOK
03:39

Learn how to publish a children's book, comic book, photography gallery, reference guide, etc.

NOTE: The videos use…

itemFromNormalImage

when creating a CCMenuItem in Cocos2d v1. For in Cocos2d v2, you want to change this to

itemWithNormalImage

01:30:18

Learn Cocos2d Buttons, Menus, Singleton Classes, Transitioning Scenes/Layers, all while building a quick eBook app.

NOTE: The videos use…

itemFromNormalImage

when creating a CCMenuItem in Cocos2d v1. For in Cocos2d v2, you want to change this to

itemWithNormalImage

44:56

Adding In-App purchasing, unlocking content, NSUserDefaults, and restoring past purchases.

Section 4: MORE BASICS AND A WAVE ATTACK GAME
19:19

Animated sprites with Cocos2D.

50:39

Learn how to write a custom animation class.

23:23

In the SpriteSheetAnimations project/tutorial

CCAnimation* walkAnim = [CCAnimation animationWithFrames:walkingFrames delay:0.1f];

is changed to

CCAnimation* walkAnim = [CCAnimation animationWithSpriteFrames:walkingFrames delay:0.1f];

And

self.walkingAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:YES]];

is changed to

self.walkingAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim ]];

12:06

Adding effects and background sound with the Simple Sound Engine.

09:08

Using your own fonts to make a score label in Cocos2D.

01:50:02

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more.

02:10:30

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)

01:49:20

Build a wave attack game from scratch, with Enemy classes, ammo drops, game menus, and much more (continued)

Section 5: BOX 2D
39:14

The Box2D templates between Cocos2dv1 and v2 are very similar. Only thing that might look a lot different at first is that the init statement in HelloWorldLayer calls a method named initPhysics (which creates the Box2d World), where previously this same code was just written in the init.

09:33

The Box2D template for Cocos2d v2 is already HD-ready, so you can skip that part of the tutorial about enabling HD.

37:21

Drop ninjas into the Box2d world and learn how to define with an exact collision shape around each ninja. In the NinjaGameBox2d Project, there's no major changes to report from v1 and 2 of Cocos2d. Just one minor difference….

In Cocos2d v1, to setup the world and set the sleep property, we used this….

bool doSleep = false;

world = new b2World(gravity, doSleep);

In Cocos2d v2, we do this...

world = new b2World(gravity);

world->SetAllowSleeping(false);

01:16:18

Create a custom Box2d class, switch dynamic bodies to static bodies, and destroy bodies if they fall below a certain point.

02:12:40

Disable gravity and use Box2D to control a Pac-Man style maze game. We explore applying force to the character, adding sensors to detect contact with the level walls, and code a virtual swipe joystick to move the character.

Section 6: GAME CENTER (MOSTLY)
01:02:10

Setup a fighting game style project to work with Game Center

02:19:18

In this 2 hour video we look at everything it takes to get your app setup for Game Center integration. We'll talk about what needs to be done in iTunes Connect to setup an empty leaderboard and a new achievement goal for players. Then in Xcode we will create a singleton class to manage showing Leaderboards, Achievements, Friend Invites and everything else involved with authenticating local players. And of course the real action begins when we submit scores and new achievements (or percentages of achievements) to Game Center. We'll also create NSUserDefault variables to store past scores or achievements just in case there's an error reporting to either one, for example if someone lost internet connectivity.

Wrap Up and Review
18:39
Section 7: PROPERTY LISTS
Introduction
05:14
20:17

This video will introduce you to using Property Lists with Cocos2d (or any Xcode project). We'll create a blank one to start, compare the file type in both Xcode and Text Edit, then begin pulling properties into our test app.

25:19

In this second video, we will look at some practical uses of the Property List, for example, how they could be used to populate different levels, define image files, and other variables.

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Instructor Biography

Justin Dike, CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.

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