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Learning Cocos2d-x Game Development.

By: Material type: TextTextSeries: Community experience distilledPublication details: Packt Publishing, 2014.Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781783988273
  • 1783988274
  • 1322153019
  • 9781322153018
  • 9781783988266
  • 1783988266
Subject(s): Genre/Form: Additional physical formats: Print version:: Learning Cocos2d-x game development : learn cross-platform game development with Cocos2d-x.DDC classification:
  • 005.16 23
LOC classification:
  • QA76.76.C672
Online resources:
Contents:
Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Downloading and installing Visual Studio; Downloading and installing the Windows Phone SDK; Downloading and installing Python; Downloading Cocos2d-x; Creating a new project; Coordinate system; Basic classes of Cocos2d-x; Project breakup; Running the project on multiple platforms; Running the project on Windows (desktop mode); Running the project on Windows RT (tile mode); Running the project on the iPhone simulator using Xcode.
Running the project on an Android simulator using EclipseSummary; Chapter 2: Displaying the Hero and Controls; First things first; Displaying the background image; Character movement; Enabling the touch function; Enabling multitouch; Movement with touches; Movement with the accelerometer; Custom controls; Summary; Chapter 3: Enemies and Controls; Creating the enemy class; Adding the enemy movement; Adding the gameplay layer; Creating the projectile class; Adding hero controls; Summary; Chapter 4: Collision Detection and Scoring; Theory of collision detection; Circular collision.
Bounding box collisionPixel perfect collision; Other collision detection methods; Coding collision detection; Keeping track of the score and the game over condition; Storing high score; Summary; Chapter 5: HUD, Parallax Background, and the Pause Button; Texts and fonts; Literra; Bitmap font generator; GlyphDesigner; Creating the HUD layer and displaying as well as updating scores; Creating the pause button and showing the pause screen; Implementing pause and resuming the game; Adding the scrolling layer class; Creating the parallax scrolling layer; Summary; Chapter 6: Animations.
Animation basicsSpritesheet animation; Skeletal animation; TexturePacker; The display section; The Geometry section; The Layout section; Advanced features; Creating a spritesheet for the player; Coding the player animation; Creating and coding enemy animation; Creating the skeletal animation; Coding the player walk cycle; Summary; Chapter 7: Particle Systems; What is a particle system; Cocos2d-x''s inbuilt particle system; Adding the gun muzzle particle system; Particle designing; Particle Designer; Emitter Configuration; Particle Configuration; Color Settings; Texture Settings; Particle2dx.
MotionColor Template; InOut; Background; Adding an explosion particle system; Adding particles for jetpack when a player moves upwards; Creating your own particle system; Summary; Chapter 8: Adding Main and Option Menu Scenes; Creating the main menu scene; Loading the menu scene at start of the app; Creating the Options scene; Changing the name of the app; Summary; Chapter 9: Adding Sounds and Effects; Audio in Cocos2d-x; Adding looped background music; Adding sound effects; Adding the mute button; Summary; Chapter 10: Publishing to the Windows Phone Store.
Summary: Cocos2d-x is one of the most popular cross-platform 2D game engines. It is packed with powerful features that set it apart from other game engines. With so many languages and operating systems, Cocos2d-x provides a one-stop solution for developing games for the operating system of your choice using the language you are most comfortable with. Starting from the basics, this book will show you how to display content on the screen and make it interact as well as move around with various control mechanisms such as actions, accelerometer, and tap onscreen buttons. You will learn about the mechanics of collision detection, their advantages and disadvantages, and how to keep track of the score. You will then create a gameplay cycle, use third-party tools to expedite the development process, and distribute the game through the App Store. By working through the carefully designed chapters of the book, you will master Cocos2d-x and the various tools so that you can use these skills to make a complete game or a quick prototype.
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Print version record.

Cocos2d-x is one of the most popular cross-platform 2D game engines. It is packed with powerful features that set it apart from other game engines. With so many languages and operating systems, Cocos2d-x provides a one-stop solution for developing games for the operating system of your choice using the language you are most comfortable with. Starting from the basics, this book will show you how to display content on the screen and make it interact as well as move around with various control mechanisms such as actions, accelerometer, and tap onscreen buttons. You will learn about the mechanics of collision detection, their advantages and disadvantages, and how to keep track of the score. You will then create a gameplay cycle, use third-party tools to expedite the development process, and distribute the game through the App Store. By working through the carefully designed chapters of the book, you will master Cocos2d-x and the various tools so that you can use these skills to make a complete game or a quick prototype.

Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Downloading and installing Visual Studio; Downloading and installing the Windows Phone SDK; Downloading and installing Python; Downloading Cocos2d-x; Creating a new project; Coordinate system; Basic classes of Cocos2d-x; Project breakup; Running the project on multiple platforms; Running the project on Windows (desktop mode); Running the project on Windows RT (tile mode); Running the project on the iPhone simulator using Xcode.

Running the project on an Android simulator using EclipseSummary; Chapter 2: Displaying the Hero and Controls; First things first; Displaying the background image; Character movement; Enabling the touch function; Enabling multitouch; Movement with touches; Movement with the accelerometer; Custom controls; Summary; Chapter 3: Enemies and Controls; Creating the enemy class; Adding the enemy movement; Adding the gameplay layer; Creating the projectile class; Adding hero controls; Summary; Chapter 4: Collision Detection and Scoring; Theory of collision detection; Circular collision.

Bounding box collisionPixel perfect collision; Other collision detection methods; Coding collision detection; Keeping track of the score and the game over condition; Storing high score; Summary; Chapter 5: HUD, Parallax Background, and the Pause Button; Texts and fonts; Literra; Bitmap font generator; GlyphDesigner; Creating the HUD layer and displaying as well as updating scores; Creating the pause button and showing the pause screen; Implementing pause and resuming the game; Adding the scrolling layer class; Creating the parallax scrolling layer; Summary; Chapter 6: Animations.

Animation basicsSpritesheet animation; Skeletal animation; TexturePacker; The display section; The Geometry section; The Layout section; Advanced features; Creating a spritesheet for the player; Coding the player animation; Creating and coding enemy animation; Creating the skeletal animation; Coding the player walk cycle; Summary; Chapter 7: Particle Systems; What is a particle system; Cocos2d-x''s inbuilt particle system; Adding the gun muzzle particle system; Particle designing; Particle Designer; Emitter Configuration; Particle Configuration; Color Settings; Texture Settings; Particle2dx.

MotionColor Template; InOut; Background; Adding an explosion particle system; Adding particles for jetpack when a player moves upwards; Creating your own particle system; Summary; Chapter 8: Adding Main and Option Menu Scenes; Creating the main menu scene; Loading the menu scene at start of the app; Creating the Options scene; Changing the name of the app; Summary; Chapter 9: Adding Sounds and Effects; Audio in Cocos2d-x; Adding looped background music; Adding sound effects; Adding the mute button; Summary; Chapter 10: Publishing to the Windows Phone Store.

English.

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