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Rapid Game Development Using Cocos2d-JS: An End-To-End Guide to 2D Game Development Using JavaScript

ISBN-13: 9781484225523 / Angielski / Miękka / 2016 / 126 str.

Hemanth Kumar; Abdul Rahman
Rapid Game Development Using Cocos2d-JS: An End-To-End Guide to 2D Game Development Using JavaScript Kumar, Hemanth 9781484225523 Apress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Rapid Game Development Using Cocos2d-JS: An End-To-End Guide to 2D Game Development Using JavaScript

ISBN-13: 9781484225523 / Angielski / Miękka / 2016 / 126 str.

Hemanth Kumar; Abdul Rahman
cena 112,95
(netto: 107,57 VAT:  5%)

Najniższa cena z 30 dni: 107,92
Termin realizacji zamówienia:
ok. 22 dni roboczych
Dostawa w 2026 r.

Darmowa dostawa!

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.
What You'll Learn

  • 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

Who This Book Is ForBeginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Programming - Games
Computers > Programming - Open Source
Computers > Programming - Object Oriented
Wydawca:
Apress
Język:
Angielski
ISBN-13:
9781484225523
Rok wydania:
2016
Ilość stron:
126
Waga:
0.21 kg
Wymiary:
23.39 x 15.6 x 0.79
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

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

Sub - Topics:

1.        Introduction

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

1.        Introduction

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

1.        Introduction

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.

No of pages: 6

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.

No of pages: 6

9.        DrawingPrimitiveShapes

10.     AddingMusicAndSoundEffects

11.     UsingCustom shaders.

12.     Conclusion

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.

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 



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