Building Android games with Cocos2d-x : learn to create engaging and spectacular games for Android using Cocos2d-x /
Annotation
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2015.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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
- 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
- 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
- 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
- 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