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EBSCO_ocn908029924 |
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20231017213018.0 |
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150427s2015 enka o 001 0 eng d |
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|a UMI
|b eng
|e rda
|e pn
|c UMI
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|d DEBBG
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|a 018010448
|2 Uk
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|a 913812239
|a 1259213612
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|a 9781785282836
|q (electronic bk.)
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|a 1785282832
|q (electronic bk.)
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|z 1785283839
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|a GBVCP
|b 829895671
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|a UKMGB
|b 018010448
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|a (OCoLC)908029924
|z (OCoLC)913812239
|z (OCoLC)1259213612
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037 |
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|a CL0500000581
|b Safari Books Online
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037 |
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|a 2B2CD761-EA5C-4828-B237-32CE25E96D8D
|b OverDrive, Inc.
|n http://www.overdrive.com
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|a QA76.76.C672
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|a GAM
|x 001000
|2 bisacsh
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|a 794.81526
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049 |
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|a UAMI
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100 |
1 |
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|a Hernandez, Raydelto,
|e author.
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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.
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264 |
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1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Community experience distilled
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588 |
0 |
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|a Online resource; title from cover page (Safari, viewed April 14, 2015).
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500 |
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|a Includes index.
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520 |
8 |
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|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.
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|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
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505 |
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|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
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505 |
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|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
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|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
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|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
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
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|a Android (Electronic resource)
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630 |
0 |
7 |
|a Android (Electronic resource)
|2 fast
|0 (OCoLC)fst01776064
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650 |
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|a Mobile games.
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650 |
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|a Computer games
|v Software.
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650 |
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|a Jeux sur mobile.
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650 |
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7 |
|a GAMES
|x Board.
|2 bisacsh
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650 |
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7 |
|a Computer games.
|2 fast
|0 (OCoLC)fst00872108
|
650 |
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7 |
|a Mobile games.
|2 fast
|0 (OCoLC)fst01746368
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655 |
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7 |
|a Software.
|2 fast
|0 (OCoLC)fst01411640
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776 |
0 |
8 |
|i Erscheint auch als:
|n Druck-Ausgabe
|t Hernandez, Raydelto. Building Android Games with Cocos2d-x
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830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=972845
|z Texto completo
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH28491560
|
938 |
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|a EBSCOhost
|b EBSC
|n 972845
|
938 |
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|a YBP Library Services
|b YANK
|n 12362369
|
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|a 92
|b IZTAP
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