Rapid Game Development Using Cocos2d-JS - Kumar, Hemanth
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Présentation Rapid Game Development Using Cocos2d - Js Format Broché
- Livre Informatique
Résumé : Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework. You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You'll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you'll discover the features of Chipmunk (the built-in physics engine) with full examples.
Biographie:
Hemanth Kumar and Abdul Rahman are a team of two Full stack JavaScript experts, researchers and mobile game developers with a wide range of experience in web and game development. They have published several mobile games, and are well versed in cocos2d-x, unity3D and building artificial intelligence for games. They are also experts in doing scaleable architecture for high traffic websites. Their main passion is video game development.
Sommaire: Chapter Goal: To teach the basic environment setup for various platforms and demonstrates the baisc 'hello world' program No of pages 6 Sub -Topics 1. Introduction 2. EnvironmentSetup 4. Runningthesampl Chapter Goal: To give the overview of architecture of cocos2d-js, explains how different blocks of framework works together, explains about JSB and native deployment. No of pages:3 Sub - Topics 1. EngineArchitecture 2. JSB 3. ObjectHierarchy 4. Chapter Goal: To give the details about sprites, sprite sheets, frames, and frame animations. No of pages : 10 Sub - Topics: 1. Introduction 3. SpriteWithSingleImage 4. SpriteWithSpriteSheet 6. SpriteFrameAnimationWithPListData Chapter Goal: To teach how to use various inputs such as touch, keyboard, mouse in your game. No of pages<: 7 2. TouchEvents 3. MouseEvents 4. KeyboardEvents 6. CustomEvents Chapter Goal: To teach about ui system, different ui elements and how to use them in your game No of pages: 10 2. Labels 3. MenuAndMenuItem 4. OtherGUIElements No of pages: 6 2. Actions 3. AvailableActionsList 4. Easing 6. Spawn 7. StoppingAnAction Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game. 2. ChipmungOverview 3. ChipmungSpace 4. ChipmungBody 5. ChipmungStaticBody 6. PhysicsDebugNode 7. CollisionDetection 9. DrawingPrimitiveShapes 10. AddingMusicAndSoundEffects 11. UsingCustom shaders.
Chapter 1: Getting Started
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