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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
Tabla de Contenidos:
  • ""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""
  • 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
  • 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
  • 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
  • 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