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Rapid Game Development Using Cocos2d-JS - Kumar, Hemanth

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        Présentation Rapid Game Development Using Cocos2d - Js Format Broché

         - Livre Informatique

        Livre Informatique - Kumar, Hemanth - 01/12/2016 - Broché - Langue : Anglais

        . .

      • Auteur(s) : Kumar, Hemanth - Rahman, Abdul
      • Editeur : Apress L.P.
      • Langue : Anglais
      • Parution : 01/12/2016
      • Format : Moyen, de 350g à 1kg
      • Nombre de pages : 126
      • Expédition : 246
      • Dimensions : 23.6 x 15.8 x 1.2
      • ISBN : 148422552X



      • 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.

        You will:
        • Get a simple head start in Cocos2d-JS
        • Gain an architectural overview of the different blocks of the framework
        • Master sprites, spritesheets, and frame animation
        • Work with the event system in Cocos2d-JS
        • Discover the animation APIs in Cocos2d-JS
        • Leverage the built-in physics engine

        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 1: Getting Started

        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

        3. Creatingyourfirstapp

        4. Runningthesampl

        Chapter 2: Architecture Overview

        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 3: Deeper Look into Sprites

        Chapter Goal: To give the details about sprites, sprite sheets, frames, and frame animations.

        No of pages : 10

        Sub - Topics:

        1. Introduction

        2. SpriteClass

        3. SpriteWithSingleImage

        4. SpriteWithSpriteSheet

        5. SpriteFrameAnimation

        6. SpriteFrameAnimationWithPListData

        Chapter 4: Handling Inputs and Events

        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

        5. AccelerometerEvents

        6. CustomEvents

        Chapter 5: Adding GUI

        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

        Chapter Goal: Explains the animation api's available, how to use them, when to use what.

        No of pages: 6

        2. Actions

        3. AvailableActionsList

        4. Easing

        5. Sequence

        6. Spawn

        7. StoppingAnAction

        <8. SpriteFrameAnimation

        Chapter 7: Adding Physics to your game

        Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game.

        1. Introduction

        2. ChipmungOverview

        3. ChipmungSpace

        4. ChipmungBody

        5. ChipmungStaticBody

        6. PhysicsDebugNode

        7. CollisionDetection

        8. PuttingAllTogether

        Chapter 8: Miscellaneous features Chapter Goal: Explains other related features.

        9. DrawingPrimitiveShapes

        10. AddingMusicAndSoundEffects

        11. UsingCustom shaders.

        12. Conclusion

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