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Cocos2d-x game development blueprints : build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x / Karan Sequeira.

By: Material type: TextTextSeries: Community experience distilledPublisher: Birmingham, UK : Packt Publishing, 2015Description: 1 online resource (1 volume) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781783985272
  • 1783985275
  • 1783985267
  • 9781783985265
Other title:
  • Build a plethora of games for various genres using one of the most powerful game entines, Cocos2d-x
Subject(s): Genre/Form: Additional physical formats: Print version:: Cocos2d-x game development blueprints : build a plethora of games for various genres using one of the most powerful game engines, cocos2d-x.DDC classification:
  • 004.10923478
LOC classification:
  • GV1469.3
Online resources:
Contents:
""Cover""; ""Copyright""; ""Credits""; ""About the Author""; ""About the Reviewers""; ""www.PacktPub.com""; ""Table of Contents""; ""Preface""; ""Chapter 1: A Colorful Start""; ""An overview of ColourSmash""; ""Setting up the environment for cocos2d-html5""; ""Creating a project in cocos2d-html5""; ""Getting acquainted with the project structure""; ""Creating the first scene � the main menu""; ""Moving on to the game world""; ""Declaring and initializing the variables""; ""Creating the background""; ""Creating the tiles""; ""Creating the Heads-Up Display""; ""The countdown timer""
""Let's get touchy...""""The core gameplay""; ""Finding the tiles""; ""Removing the tiles""; ""Finding and shifting tiles from above""; ""Adding new tiles""; ""Adding score and bonus""; ""Updating the timer""; ""Summary""; ""Chapter 2: How to Fly a Dragon!""; ""Getting to know sprite sheets""; ""Creating a lively menu screen""; ""Creating a fairy tale""; ""Building an infinitely long castle in 20 lines of code""; ""Adding the stars""; ""Setting things into motion""; ""On to the game world""; ""The core gameplay""; ""Creating the dragon""; ""Creating the towers""; ""The update loop""
""Updating the dragon""""Updating the towers""; ""Collision detection""; ""Flying the dragon""; ""Farewell dear dragon""; ""Saving a high score using LocalStorage""; ""Let's make some HTML5 noise""; ""Summary""; ""Chapter 3: Not Just a Space Game""; ""An overview of SpaceCraze""; ""Creating a project""; ""Defining the global variables of the game""; ""Creating your own Sprite""; ""On to the game world...""; ""The Player class""; ""The Enemy class""; ""The Brick class""; ""Parsing the level file""; ""Creating enemies""; ""Creating bricks""; ""Creating the player""; ""Creating HUD elements""
""The start and stop functions""""Moving the enemies""; ""Fire the bullets!""; ""The update function""; ""Checking for collisions""; ""Touch controls""; ""Level complete and game over""; ""Summary""; ""Chapter 4: Back to the Drawing Board""; ""An introduction to Inverse Universe""; ""The CCDrawNode class""; ""Figuring out the geometry""; ""Defining the elements of Inverse Universe""; ""The Player class""; ""The Enemy class""; ""The PowerUp class""; ""The Bomb class""; ""The Blast class""; ""The MissileLauncher class""; ""The Missile class""; ""The Shield class""; ""Creating the game""
""The update loop""""Adding tilt controls""; ""Moving the player""; ""Adding progression and difficulty levels""; ""Summary""; ""Chapter 5: Let's Get Physical!""; ""An overview of Jumpy Clown""; ""The basics of Box2D""; ""Creating the world""; ""Using debug draw""; ""Stepping the world""; ""Creating the GameObject class""; ""Creating the walls""; ""Creating the base""; ""Creating the clown""; ""Defining the clown's state machine""; ""Creating the platform""; ""Adding and removing platforms""; ""Adding the controls""; ""Listening for collisions""; ""The Collectible class""
Summary: If you are a proficient Cocos2d game developer who wants to enhance his or her game development skill set using Cocos2d-x to build different types of games, this book is for you.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

Online resource; title from cover (Safari, viewed August 13, 2015).

Includes index.

""Cover""; ""Copyright""; ""Credits""; ""About the Author""; ""About the Reviewers""; ""www.PacktPub.com""; ""Table of Contents""; ""Preface""; ""Chapter 1: A Colorful Start""; ""An overview of ColourSmash""; ""Setting up the environment for cocos2d-html5""; ""Creating a project in cocos2d-html5""; ""Getting acquainted with the project structure""; ""Creating the first scene � the main menu""; ""Moving on to the game world""; ""Declaring and initializing the variables""; ""Creating the background""; ""Creating the tiles""; ""Creating the Heads-Up Display""; ""The countdown timer""

""Let's get touchy...""""The core gameplay""; ""Finding the tiles""; ""Removing the tiles""; ""Finding and shifting tiles from above""; ""Adding new tiles""; ""Adding score and bonus""; ""Updating the timer""; ""Summary""; ""Chapter 2: How to Fly a Dragon!""; ""Getting to know sprite sheets""; ""Creating a lively menu screen""; ""Creating a fairy tale""; ""Building an infinitely long castle in 20 lines of code""; ""Adding the stars""; ""Setting things into motion""; ""On to the game world""; ""The core gameplay""; ""Creating the dragon""; ""Creating the towers""; ""The update loop""

""Updating the dragon""""Updating the towers""; ""Collision detection""; ""Flying the dragon""; ""Farewell dear dragon""; ""Saving a high score using LocalStorage""; ""Let's make some HTML5 noise""; ""Summary""; ""Chapter 3: Not Just a Space Game""; ""An overview of SpaceCraze""; ""Creating a project""; ""Defining the global variables of the game""; ""Creating your own Sprite""; ""On to the game world...""; ""The Player class""; ""The Enemy class""; ""The Brick class""; ""Parsing the level file""; ""Creating enemies""; ""Creating bricks""; ""Creating the player""; ""Creating HUD elements""

""The start and stop functions""""Moving the enemies""; ""Fire the bullets!""; ""The update function""; ""Checking for collisions""; ""Touch controls""; ""Level complete and game over""; ""Summary""; ""Chapter 4: Back to the Drawing Board""; ""An introduction to Inverse Universe""; ""The CCDrawNode class""; ""Figuring out the geometry""; ""Defining the elements of Inverse Universe""; ""The Player class""; ""The Enemy class""; ""The PowerUp class""; ""The Bomb class""; ""The Blast class""; ""The MissileLauncher class""; ""The Missile class""; ""The Shield class""; ""Creating the game""

""The update loop""""Adding tilt controls""; ""Moving the player""; ""Adding progression and difficulty levels""; ""Summary""; ""Chapter 5: Let's Get Physical!""; ""An overview of Jumpy Clown""; ""The basics of Box2D""; ""Creating the world""; ""Using debug draw""; ""Stepping the world""; ""Creating the GameObject class""; ""Creating the walls""; ""Creating the base""; ""Creating the clown""; ""Defining the clown's state machine""; ""Creating the platform""; ""Adding and removing platforms""; ""Adding the controls""; ""Listening for collisions""; ""The Collectible class""

If you are a proficient Cocos2d game developer who wants to enhance his or her game development skill set using Cocos2d-x to build different types of games, this book is for you.

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