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Stand: 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)

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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