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Learning Cocos2d-JS Game Development
Table of Contents
Learning Cocos2d-JS Game Development
Credits
Foreword
Foreword
About the Author
About the Reviewers
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Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Hello World – A Cross-platform Game
Why should I make cross-platform games?
What Cocos2d-JS is and how it works
Requirements to run Cocos2d-JS
The structure of your Cocos2d-JS project
Hello Cross-World
Preloading and adding images
Removing images and changing the background color
Summary
2. Adding Interactivity – The Making of a Concentration Game
Creating multiple instances of game assets
Adding a gradient background
Extending the Sprite class beyond its capabilities
Making assets react to clicks and touches
Picking a tile as an initial attempt
Changing sprite images on the fly
Showing the tile picture
Shuffling the tiles and adding the score
Summary
3. Moving Sprites Around the Screen – An Endless Runner
Loading and placing graphic resources
Adding an endless scrolling background
Adding the spaceship
Controlling the spaceship
Adding asteroids
Asteroid versus spaceship collision
Invulnerability
Preventing the spaceship from flying off the screen
Adding particles
Summary
4. Learn about Swipes through the making of Sokoban
Loading graphic assets
Building a level
Detecting swipes
Completing the game
Summary
5. Become a Musical Maestro
Choosing sounds
Preloading sounds
Creating a sound menu
Managing music and sound effects
Summary
6. Controlling the Game with Virtual Pads
Overview of virtual pads
First things first – the game
Controlling the cart with ghost buttons
Controlling the cart with a virtual pad
Controlling the cart just with your finger
Summary
7. Adding Physics to Your Games Using the Box2D Engine
Before you start
Adding the Box2D engine to your project
Configuring the physics world
Adding bodies to the world
Updating sprite position as the world changes
Selecting and destroying world bodies
Checking for collisions among bodies
Summary
8. Adding Physics to Your Games Using the Chipmunk2D Engine
Adding the Chipmunk2D engine to your project
A physics game, without physics
Configuring the physics space
Adding bodies to the space
Updating Chipmunk2D space and using debug draw
Selecting and destroying space bodies
Checking for collisions among bodies
Using your own graphic assets
Summary
9. Creating Your Own Blockbuster Game – A Complete Match 3 Game
Setting up the game
Creating the board
Selecting and deselecting the first globe
Making globez chains
Backtracking
Removing globez
Making the globez fall down
Creating new globez
Bonus – using the drawing API for a visual feedback
Where to go now
Protect your code
Port your game on mobile devices as a native app
Publishing your game
Licensing your game
Staying up-to-date
Summary
Index
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