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150817s2015 enka o 001 0 eng d |
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|b Safari Books Online
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|a COM
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|a UAMI
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|a Sequeira, Karan,
|e author.
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1 |
0 |
|a Cocos2d-x game development blueprints :
|b build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x /
|c Karan Sequeira.
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3 |
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|a Build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x
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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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337 |
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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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1 |
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|a Community experience distilled
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588 |
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|a Online resource; title from cover (Safari, viewed August 13, 2015).
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|a Includes index.
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|a ""Cover""; ""Copyright""; ""Credits""; ""About the Author""; ""About the Reviewers""; ""www.PacktPub.com""; ""Table of Contents""; ""Preface""; ""Chapter 1: A Colorful Start""; ""An overview of ColourSmash""; ""Setting up the environment for cocos2d-html5""; ""Creating a project in cocos2d-html5""; ""Getting acquainted with the project structure""; ""Creating the first scene � the main menu""; ""Moving on to the game world""; ""Declaring and initializing the variables""; ""Creating the background""; ""Creating the tiles""; ""Creating the Heads-Up Display""; ""The countdown timer""
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|a Let's get touchy ... The core gameplay -- Finding the tiles -- Removing the tiles -- Finding and shifting tiles from above -- Adding new tiles -- Adding score and bonus -- Updating the timer -- Summary -- Chapter 2: How to Fly a Dragon! -- Getting to know sprite sheets -- Creating a lively menu screen -- Creating a fairy tale -- Building an infinitely long castle in 20 lines of code -- Adding the stars -- Setting things into motion -- On to the game world -- The core gameplay -- Creating the dragon -- Creating the towers -- The update loop
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|a Updating the dragonUpdating the towers -- Collision detection -- Flying the dragon -- Farewell dear dragon -- Saving a high score using LocalStorage -- Let's make some HTML5 noise -- Summary -- Chapter 3: Not Just a Space Game -- An overview of SpaceCraze -- Creating a project -- Defining the global variables of the game -- Creating your own Sprite -- On to the game world ... -- The Player class -- The Enemy class -- The Brick class -- Parsing the level file -- Creating enemies -- Creating bricks -- Creating the player -- Creating HUD elements
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|a The start and stop functionsMoving the enemies -- Fire the bullets! -- The update function -- Checking for collisions -- Touch controls -- Level complete and game over -- Summary -- Chapter 4: Back to the Drawing Board -- An introduction to Inverse Universe -- The CCDrawNode class -- Figuring out the geometry -- Defining the elements of Inverse Universe -- The Player class -- The Enemy class -- The PowerUp class -- The Bomb class -- The Blast class -- The MissileLauncher class -- The Missile class -- The Shield class -- Creating the game
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|a The update loopAdding tilt controls -- Moving the player -- Adding progression and difficulty levels -- Summary -- Chapter 5: Let's Get Physical! -- An overview of Jumpy Clown -- The basics of Box2D -- Creating the world -- Using debug draw -- Stepping the world -- Creating the GameObject class -- Creating the walls -- Creating the base -- Creating the clown -- Defining the clown's state machine -- Creating the platform -- Adding and removing platforms -- Adding the controls -- Listening for collisions -- The Collectible class
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520 |
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|a If you are a proficient Cocos2d game developer who wants to enhance his or her game development skill set using Cocos2d-x to build different types of games, this book is for you.
|
546 |
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|a English.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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0 |
|a Video games
|x Development.
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650 |
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0 |
|a Video games
|x Design.
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650 |
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0 |
|a Video games
|x Programming.
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650 |
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0 |
|a Computer games
|x Development.
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650 |
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6 |
|a Jeux vidéo
|x Développement.
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650 |
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6 |
|a Jeux vidéo
|x Conception.
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
|
650 |
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7 |
|a COMPUTERS
|x Computer Literacy.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Computer Science.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Data Processing.
|2 bisacsh
|
650 |
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7 |
|a COMPUTERS
|x Hardware
|x General.
|2 bisacsh
|
650 |
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7 |
|a COMPUTERS
|x Information Technology.
|2 bisacsh
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650 |
|
7 |
|a COMPUTERS
|x Machine Theory.
|2 bisacsh
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650 |
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7 |
|a COMPUTERS
|x Reference.
|2 bisacsh
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650 |
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7 |
|a Computer games
|x Design
|2 fast
|
650 |
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7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
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0 |
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|i Print version:
|a Sequeira, Karan.
|t Cocos2d-x game development blueprints : build a plethora of games for various genres using one of the most powerful game engines, cocos2d-x.
|d Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015
|h xi, 368 pages
|k Community experience distilled.
|z 9781783985265
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
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|a Askews and Holts Library Services
|b ASKH
|n AH28959913
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|a EBL - Ebook Library
|b EBLB
|n EBL2120237
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|a EBSCOhost
|b EBSC
|n 1044822
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938 |
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
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