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Building Android games with Cocos2d-x : learn to create engaging and spectacular games for Android using Cocos2d-x /

Annotation

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Hernandez, Raydelto (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Hernandez, Raydelto,  |e author. 
245 1 0 |a Building Android games with Cocos2d-x :  |b learn to create engaging and spectacular games for Android using Cocos2d-x /  |c Raydelto Hernandez ; foreword by Carlos Piñan. 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
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 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover page (Safari, viewed April 14, 2015). 
500 |a Includes index. 
520 8 |a Annotation  |b If you have a basic understanding of the C++ programming language and want to create videogames for the Android platform, then this technology and book is ideal for you. 
505 0 |a Cover; Copyright; Credits; Foreword; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting up your Development Environment; Cocos2d-x overview; Setting up Java; Setting up the Android SDK; Downloading the Android SDK; Downloading Eclipse; Setting up the Eclipse ADT plugin; Setting up the Android Native Development Kit ; Setting up Apache Ant; Setting up Python; Setting up Cocos2d-x; Creating your first project; Setting up the Eclipse IDE; Template code walk-through; Java classes; Android application configuration; C++ classes; Scenes; Summary 
505 8 |a Chapter 2: GraphicsCreating scenes; Understanding Layers; Using the director; Pausing the game; Organizing our resources files; Creating our pause scene header file; Creating the pause scene implementation file; Transitions; Understanding nodes; Understanding sprites; Creating sprites; Positioning sprites; Setting anchor points; Understanding the Cocos2d-x coordinate system; Adding sprites to the scene; Positioning sprites outside the visible area; Positioning the player sprite; Understanding actions; Moving sprites; Creating sequences; Animating sprites 
505 8 |a Improving performance with sprite sheetsGame menus; Handling multiple screen resolutions; Putting everything together; Summary; Chapter 3: Understanding Game Physics; Setting up the physics world; Collision detection; Handling gravity; Handling physics properties; Applying velocity; Linear damping; Applying force; Applying impulse; Applying torque; Putting everything together; Summary; Chapter 4: User Input; Understanding the Event Dispatcher mechanism; Handling the touch event; Handling multi-touch events; Handling accelerometer events; Keeping the screen alive 
505 8 |a Handling the Android back key pressed eventPutting everything together; Summary; Chapter 5: Handling Text and Fonts; Creating TrueType font labels; Creating our GameOverScene; Calling our GameOverScene when a player loses; Customizing the GameOverScene; Adding label effects; Creating system fonts; Creating bitmap font labels; Adding more bombs to our game; Putting everything together; Summary; Chapter 6: Audio; Playing background music and sound effects; Modifying audio properties; Handling audio when leaving the game; The new audio engine; New features included in the new audio engine 
505 8 |a Adding a mute button to our gamePutting everything together; Summary; Chapter 7: Creating Particle Systems; Creating collections of the Cocos2d-x objects; Exploding bombs; Adding particle systems to our game; Configuring the particle systems; Creating customized particle systems; Putting everything together; Summary; Chapter 8: Adding Native Java Code; Understanding the Cocos2d-x structure for the Android platform; Understanding the JNI capabilities; Adding Java code to the Cocos2d-x game; Adding ads to the game by inserting Java code; Configuring the environment 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
630 0 0 |a Android (Electronic resource) 
630 0 7 |a Android (Electronic resource)  |2 fast  |0 (OCoLC)fst01776064 
650 0 |a Mobile games. 
650 0 |a Computer games  |v Software. 
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650 7 |a Mobile games.  |2 fast  |0 (OCoLC)fst01746368 
655 7 |a Software.  |2 fast  |0 (OCoLC)fst01411640 
776 0 8 |i Erscheint auch als:  |n Druck-Ausgabe  |t Hernandez, Raydelto. Building Android Games with Cocos2d-x 
830 0 |a Community experience distilled. 
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