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Box2d for Flash games /

This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to cr...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Feronato, Emanuele
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2012.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Texto completo

MARC

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100 1 |a Feronato, Emanuele. 
245 1 0 |a Box2d for Flash games /  |c Emanuele Feronato. 
260 |a Birmingham :  |b Packt Pub.,  |c 2012. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |2 rda 
490 1 |a Community experience distilled 
500 |a "Create amazing and realistic physics-based Flash games using Box2D"--Cover. 
500 |a Includes index. 
520 |a This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game! 
588 0 |a Online resource; title from cover (Safari, viewed Jan. 22, 2013). 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation -- a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types -- static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level 
505 8 |a Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird 
505 8 |a Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies -- mouse joints; Keeping bodies at a given distance -- distance joints; Making bodies rotate around a point -- revolute joints; When Angry Birds meets Crush the Castle 
505 8 |a Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide -- filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling -- setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
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650 0 |a Physics  |x Data processing. 
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650 6 |a Animation par ordinateur  |x Mathématiques. 
650 6 |a Physique  |x Informatique. 
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