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Cocos2d-x by Example: Beginner's Guide - Second Edition电子书

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作       者:Roger Engelbert

出  版  社:Packt Publishing

出版时间:2015-03-26

字       数:87.7万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.
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Cocos2d-x by Example Beginner's Guide Second Edition

Table of Contents

Cocos2d-x by Example Beginner's Guide Second Edition

Credits

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

Sections

Time for action – heading

What just happened?

Pop quiz – heading

Have a go hero – heading

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Installing Cocos2d-x

Downloading and installing Cocos2d-x

Time for action – downloading, downloading, downloading

What just happened?

Time for action – installing Cocos2d-x

What just happened?

Hello-x World-x

Time for action – creating an application

What just happened?

Time for action – deploying to Android

What just happened?

The folder structure

The iOS linkage classes

The AppDelegate class

The HelloWorldScene class

Who begets whom?

Finding more reference material

Time for action – running the test samples

What just happened?

The other tools

Summary

2. You Plus C++ Plus Cocos2d-x

Cocos2d-x – an introduction

Containers

The Director and cache classes

The other stuff

Do you know C++?

The class interface

Time for action – creating the interface

What just happened?

The class implementation

Time for action – creating the implementation

What just happened?

Instantiating objects and managing memory

Using static methods

The C++ and Cocos2d-x style

What you get with Ref

Summary

3. Your First Game – Air Hockey

Game configurations

Time for action – creating your game project

What just happened?

Time for action – laying down the rules

What just happened?

Supporting retina displays

Time for action – adding the image files

What just happened?

Time for action – adding retina support

What just happened?

Adding sound effects

Time for action – adding the sound files

What just happened?

Extending Sprite

Time for action – adding GameSprite.cpp

What just happened?

Time for action – implementing GameSprite

What just happened?

Have a go hero

The actual game scene

Time for action – coding the GameLayer interface

What just happened?

Time for action – implementing init()

What just happened?

Time for action – handling multitouches

What just happened?

Time for action – adding our main loop

What just happened?

Time for action – updating scores

What just happened?

Time for action – running the game in Android

What just happened?

Have a go hero

Summary

4. Fun with Sprites – Sky Defense

The game – sky defense

The game settings

The start project

Adding screen support for a universal app

Adding background music

Initializing the game

Using sprite sheets in Cocos2d-x

Batch drawing sprites

Time for action – creating SpriteBatchNode

What just happened?

Bitmap fonts in Cocos2d-x

Time for action – creating bitmap font labels

What just happened?

Time for action – adding the final screen sprites

What just happened?

Time for action – creating our object pools

What just happened?

Actions in a nutshell

Time for action – creating actions with Cocos2d-x

What just happened?

Animating a sprite in Cocos2d-x

Time for action – creating animations

What just happened?

Time to make our game tick!

Time for action – handling touches

What just happened?

Time for action – starting and restarting the game

What just happened?

Time for action – updating the game

What just happened?

Time for action – retrieving objects from the pool

What just happened?

Play the game!

Time for action – running the game in Android

What just happened?

Pop quiz – sprites and actions

Summary

5. On the Line – Rocket Through

The game – Rocket Through

The game settings

Play first, work later

The start project

Screen settings

So what are particles?

Time for action – creating particle systems

What just happened?

Creating the grid

Drawing primitives in Cocos2d-x

Time for action – let's do some drawing!

What just happened?

The rocket sprite

Time for action – updating our rocket sprite

What just happened?

Time for action – handling touches

What just happened?

The game loop

Time for action – adding the main loop

What just happened?

Kill and reset

Time for action – adding our resets and kills

What just happened?

Time for action – running the game in Android

What just happened?

Have a go hero

Summary

6. Quick and Easy Sprite – Victorian Rush Hour

The game – Victorian Rush Hour

The game settings

Rapid prototyping with Cocos2d-x

Time for action – creating placeholder sprites

What just happened?

The Player object

The Block object

The terrain object

Time for action – coding the player

What just happened?

Time for action – coding the Block object

What just happened?

Planning the Terrain class

Building the terrain object

Time for action – initializing our Terrain class

What just happened?

Time for action – initializing our Blocks object

What just happened?

Time for action – moving and resetting

What just happened?

Platform collision logic

Time for action – adding collision detection

What just happened?

Adding the controls

Time for action – handling touches

What just happened?

Time for action – coding the main loop

What just happened?

Summary

7. Adding the Looks – Victorian Rush Hour

Victorian Rush Hour – the game

New sprites

Animations

Texturing our buildings with sprites

Time for action – texturing the buildings

What just happened?

Containers within containers

Creating a parallax effect

Time for action – creating a parallax effect

What just happened?

Adding a menu to our game

Time for action – creating Menu and MenuItem

What just happened?

Adding a tutorial to our game

Time for action – adding a tutorial

What just happened?

Time for action – running the game in Android

What just happened?

Summary

8. Getting Physical – Box2D

Building a Box2D project with Cocos2d-x

Time for action – using debug draw in your Box2D project

What just happened?

So what is a physics engine?

Meeting Box2D

Meeting the world

Running the simulation

No Ref objects in Box2D

Meeting the bodies

Our game – MiniPool

Game settings

Sprite plus b2Body equal to b2Sprite

Creating the pool table

Creating edges

Creating the ball objects

Creating collision filters

Creating the cue

Creating a contact listener

The game controls

Time for action – adding the touch events

What just happened?

The main loop

Time for action – adding the main loop

What just happened?

Adding a timer to our game

Time for action – creating a timer

What just happened?

Time for action – running the game in Android

What just happened?

Have a go hero

Pop quiz

Summary

9. On the Level – Eskimo

The game – Eskimo

The game settings

Organizing the game

Using scenes in Cocos2d-x

Time for action – creating a scene transition

What just happened?

Time for action – creating transitions with a singleton Layer class

What just happened?

Loading external data from a .plist file

Time for action – creating a .plist file

What just happened?

Loading the level data

Time for action – retrieving data from the .plist file

What just happened?

Saving game data

Time for action – storing the completed levels

What just happened?

Using events in your game

Time for action – using the event dispatcher

What just happened?

Using the accelerometer

Time for action – reading accelerometer data

What just happened?

Reusing b2Bodies

Time for action – changing a b2Body fixture

What just happened?

Time for action – running the game in Android

What just happened?

Have a go hero

Summary

10. Introducing Lua!

So what is Lua like?

Debugging in Lua – the knights who say nil

The game – Stone Age

Time for action – creating or importing a project

What just happened?

Time for action – setting up our screen resolution

What just happened?

Time for action – creating a menu scene

What just happened?

Time for action – creating our game scene

What just happened?

Time for action – building the gems

What just happened?

Time for action – changing the grid with GridController

What just happened?

Time for action – swapping the gems and looking for matches

What just happened?

Time for action – collapsing the grid and repeating

What just happened?

Time for action – animating matches and collapses

What just happened?

Time for action – publishing the game with the Cocos IDE

What just happened?

Summary

A. Vector Calculations with Cocos2d-x

What are vectors?

The vector methods

Using ccp helper methods

Rotating the rocket around a point

Using the dot product of vectors

Moving from pixel-based speed to angular-based speed

B. Pop Quiz Answers

Chapter 4, Fun with Sprites – Sky Defense

Pop quiz – sprites and actions

Chapter 8, Getting Physical – Box2D

Pop quiz

Index

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