… but not quite out yet. If you can’t wait until August 29 you can always buy the Alpha eBook version now (as PDF) and receive the final eBook version for free (as PDF, ePUB and MOBI) when it’s available.
I’ve updated the book’s product page and included links where you can download the source code for the 3rd edition.
Learn cocos2d 2 (Third Edition)
Release Date: August 29, 2012
What’s New
Cocos2D v2.0 is used throughout the book. To my knowledge this makes the Learn Cocos2D 2 book the first book to cover cocos2d-iphone v2.0.
ARC (automatic reference counting) is used exclusively in the book. All descriptions and source code projects have been updated to ARC, and 12 Cocos2D ARC-enabled Template Projects are included in the source code download. The book contains a description on how to enable ARC in a cocos2d project. Working with ARC means having to write and learn less code while being able to write faster code with fewer bugs. Win, win, win.
You can now also follow the book while using Kobold2D. Any differences between cocos2d v2.0 and Kobold2D v2.0 are explicitly mentioned in the book. In fact, you’ll have to work through less text and code if you use Kobold2D.
The book’s source code is compatible with Xcode 4.4, Mac OS X 10.8 Mountain Lion and iOS 6. It is of course also tested to work with Xcode 4.3, Mac OS X 10.7 Lion and iOS 5.
Learn more about the Learn Cocos2D 2 book here.
The most frequent questions I get from readers of my Learn Cocos2D book:
- “Where can I download the source code?”
- “Why do I get compile errors in CCLabel?”
- “Is there an updated version of CCAnimationHelper?”
They all boil down to the fact that the book was written against cocos2d-iphone v0.99.5 with some projects using v0.99.4 and a few even had used v0.99.3.
Unfortunately this is also why some readers deducted one or more stars in their Amazon book reviews. Even more unfortunate because the changes that break the code were entirely cosmetic (renamed classes, function parameters removed or re-ordered, deprecated functions in favor of others). All changes required only fixing the lines using one of these outdated classes (CCLabel, CCLayerColor) or functions (bitmapFontAtlasWithString, frameWithTexture, …).
Quick List of Changes
I kept track of the changes I made to the source code. This is what it boils down to:
- remove: EAGLView viewWith… -> remove last parameter: preserveBackBuffer:NO
- remove: CCSpriteFrame: frameWithTexture -> remove last parameter: offset:CGPointZero
- remove: CCAnimation: animationWithName -> animationWithFrames & remove last parameter: frames
- rename: CCLabel -> CCLabelTTF
- rename: CCBitmapFontAtlas -> CCLabelBMFont
- rename: CCBitmapFontAtlas: bitmapFontAtlasWithString -> labelWithString
- rename: CCXxxxxTransition -> CCTransitionXxxxx
- rename: CCColorLayer -> CCLayerColor
- rename: CCQuadParticleSystem -> CCParticleSystemQuad
- rename: particle system: centerOfGravity -> sourcePosition
- change: particle system: use NSUInteger instead of int for initWithParticleCount
These are the changes affecting the book’s source code. There were some more changes in the cocos2d-iphone engine, for example some actions have been renamed as well.
Good News: Updated Source Code for v1.0
I updated the book’s source code to use cocos2d-iphone v1.0.0 rc2. Once the v1.0 final is released I’ll make another update.
You can get the book’s source code from the Learn Cocos2D Book product page (scroll to the bottom), or via this direct download link. The download is about 100 MB and contains all the chapter’s source code plus some extra projects not mentioned in the book, and all of them (over 70!) are now using cocos2d-iphone v1.0.
Note: This code obviously differs slightly from the code described in the first edition of the Learn Cocos2D book, so you should get the unmodified v0.99.x book source code as well.
Upgrading to Cocos2D v1.0
I also recently wrote a tutorial outlining the steps to update an existing cocos2d-iphone v0.99.x project to v1.0 in case you have an existing project that you’d like to upgrade to the latest Cocos2D version.
Learn Cocos2D: Second Edition
All these changes will be reflected in the second edition of the Learn Cocos2D book.
The second edition will be released summer 2011, likely around July to August. This is my estimate based on the fact that my work is scheduled to be completed on June 27th, and I’m working hard to keep that (tight) schedule.
Actually, make that we are working hard. The second edition of the Learn Cocos2D book will have contributions from a co-author. Someone who is well-known in the Cocos2D community! To be unveiled.
The Learn Cocos2d Alpha Book’s page now lists the source code for download. It’s 44 MB, contains the source code for the first 9 (!) chapters as zip files.
I’m not sure if everyone can download the source code, or only eBook purchaser. I wasn’t asked to login, so I think it may be available for everyone. Try it out! Here’s a direct download link:
Direct Download: Learn Cocos2d Alpha Book Source Code
Before you ask: no, Chapter 6 and beyond are still not available yet. They will have to wait until they have gone through the editorial process. I believe Chapter 5 is currently in this process so it will still take at least a week, maybe 2-3, before you’ll get your hands on Chapter 6. But I hope that once the editorial process has caught up with the already available 5 chapters, new ones should be available on a regular basis. Every 1-2 weeks I hope, but no guarantees. This process is very new to me too so I try to be very careful making any assumptions.
On May 27th, the whole world saw the future. Because i told you so!
Line-Drawing Game Starterkit -> June 1st!
What’s that you ask?
It is the ideal starting point for your own Line-Drawing game! (like Flight Control and Harbor Master) It is a cocos2d source code project that will be available for sale. But not sight unseen, no. It will appear on the App Store for you to try out. And you get more, the full doxygen-generated source code documentation is available for browsing right now! Just so that you can assess the scope of the project.
What will it cost?
I admit i haven’t decided on that yet.
Show me your license!
Alright, alright. I’ll be fair: Free lifetime upgrades! Unlimited number of developers!
Each license is good for one published game. Additional licenses for follow-up games come at a discount. “Lite” versions do not require an extra license since they are essentially the same game. There will also be a commercial license for developers or studios who make more than $6,000 per month in revenue and can easily afford a higher price.
Why, please tell me why?
Because i can. I like technology and i like programming games. I’m also an enabler and i would love to see others build something unique based on game development technology i provide.
Anything else?
Yes. Today sees the premature end of the best new show of last year. RIP Flash Forward.
I keep running into posts where users ask how fast cocos2d is, or why their particular code is slow.
I compiled a procedures checklist that you should go through before reporting performance issues.
I also tried to explain why the question of how fast cocos2d is has no real-world relevance.
Then i added a link to All-Seeing Interactive’s cocos2d Performance Tips as this is such a great post! It covers a lot of topics:
- Profiling with Instruments
- Testing on different devices
- Textures and Texture Atlases
- Speeding up loading times
- Reducing memory usage
- Flipping textures
- Pixel formats
- PVRTC (Texture Compression)
- CCSpriteSheet
- Pre-render programatically generated textures
- Avoid using atomic accessors
- Read the best practices documentation
As always i hope you find these additions help- and useful.