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Learning Cocos2d-JS game development : learn to create robust and engaging cross-platform HTML5 games using Cocos2d-JS /

If you are new to game development or have just gotten your teeth into developing games but desire to learn more, then this book is for you. An understanding of the essentials of JavaScript is required.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Feronato, Emanuele (Autor)
Otros Autores: Lin, Shun (author of introduction.), LING, Huabin (author of introduction.)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, [2015]
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; Foreword; Foreword; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello World
  • A Cross-platform Game; Why should I make cross-platform games?; What Cocos2d-JS is and how it works; Requirements to run Cocos2d-JS; The structure of your Cocos2d-JS project; Hello Cross-World; Preloading and adding images; Removing images and changing the background color; Summary; Chapter 2: Adding Interactivity
  • The Making of a Concentration Game; Creating multiple instances of game assets; Adding a gradient background
  • Extending the Sprite class beyond its capabilitiesMaking assets react to clicks and touches; Picking a tile as an initial attempt; Changing sprite images on the fly; Showing the tile picture; Shuffling the tiles and adding the score; Summary; Chapter 3: Moving Sprites around the Screen
  • An Endless Runner; Loading and placing graphic resources; Adding the endless scrolling background; Adding the spaceship; Controlling the spaceship; Adding asteroids; Asteroid versus spaceship collision; Invulnerability; Preventing the spaceship from flying off the screen; Adding particles; Summary
  • Chapter 4: Learn about Swipes through the Making of SokobanLoading graphic assets; Building the level; Detecting swipes; Completing the game; Summary; Chapter 5: Become a Musical Maestro; Choosing sounds; Preloading sounds; Creating a sound menu; Managing music and sound effects; Summary; Chapter 6: Controlling the Game with Virtual Pads; Overview of virtual pads; First things first
  • the game; Controlling the cart with ghost buttons; Controlling the cart with a virtual pad; Controlling the cart just with your finger; Summary; Chapter 7: Adding Physics to Your Games Using Box2D Engine
  • Before you startAdding the Box2D engine to your project; Configuring the physics world; Adding bodies to the world; Updating sprite position as the world changes; Selecting and destroying world bodies; Checking for collisions among bodies; Summary; Chapter 8: Adding Physics to Your Games Using the Chipmunk2D Engine; Adding Chipmunk2D engine to your project; A physics game, without physics; Configuring the physics space; Adding bodies to the space; Updating Chipmunk2D space and using debug draw; Selecting and destroying space bodies; Checking for collisions among bodies
  • Using your own graphic assetsSummary; Chapter 9: Creating Your Own Blockbuster Game
  • A Complete Match 3 Game; Setting up the game; Creating the board; Selecting and deselecting the first globe; Making globez chains; Backtracking; Removing globez; Making the globez fall down; Creating new globez; Bonus
  • using the drawing API for a visual feedback; Where to go now; Protect your code; Port your game on mobile devices as a native app; Publishing your game; Licensing your game; Staying up-to-date; Summary; Index