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Cocos2d-x game development blueprints : build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Sequeira, Karan (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 Sequeira, Karan,  |e author. 
245 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. 
246 3 0 |a Build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x 
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 (Safari, viewed August 13, 2015). 
500 |a Includes index. 
505 0 |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 â€? 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"" 
505 8 |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 
505 8 |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 
505 8 |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 
505 8 |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 
520 |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 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Video games  |x Development. 
650 0 |a Video games  |x Design. 
650 0 |a Video games  |x Programming. 
650 0 |a Computer games  |x Development. 
650 6 |a Jeux vidéo  |x Développement. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Jeux vidéo  |x Programmation. 
650 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 7 |a COMPUTERS  |x Hardware  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x Information Technology.  |2 bisacsh 
650 7 |a COMPUTERS  |x Machine Theory.  |2 bisacsh 
650 7 |a COMPUTERS  |x Reference.  |2 bisacsh 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
776 0 8 |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. 
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