Neuerscheinungen 2016Stand: 2020-02-01 |
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Hemanth Kumar, Abdul Rahman
(Beteiligte)
Rapid Game Development Using Cocos2d-JS
An end-to-end guide to 2D game development using JavaScript
2016. xv, 126 S. 3 SW-Abb., 39 Farbabb. 23,5 cm
Verlag/Jahr: SPRINGER, BERLIN; APRESS 2016
ISBN: 1-484-22552-X (148422552X)
Neue ISBN: 978-1-484-22552-3 (9781484225523)
Preis und Lieferzeit: Bitte klicken
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 For
Beginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.
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 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 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