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Learning Cocos2d-JS Game Development电子书

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4人正在读 | 0人评论 9.8

作       者:Emanuele Feronato

出  版  社:Packt Publishing

出版时间:2015-01-12

字       数:49.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you are new to game development or have just gotten your teeth into developing games but desire to learn more, then this book is for you. An understanding of the essentials of JavaScript is required.
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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

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

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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