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.
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""; ""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""
- 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