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Cocos2d-x Cookbook电子书

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3人正在读 | 0人评论 9.8

作       者:Akihiro Matsuura

出  版  社:Packt Publishing

出版时间:2015-11-03

字       数:108.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-xAbout This BookBuild exciting games, apps, and other cross-platform GUI based interactive programs with Cocos2d-xExplore the nitty-gritty of the latest Cocos2d-x on the block, version 3.6A step-by-step guide that shows you the functionalities of Cocos2d-x followed by an explanation of how they work Who This Book Is For If you are a game developer and want to learn more about cross-platform game development in Cocos2d-x, then this book is for you. Knowledge of C++, Xcode, Eclipse, and how to use commands in the terminal are prerequisites for this book.What You Will LearnInstall and set up Cocos2d-x for your development environmentBuild, test, and release game applications for iOS and AndroidDevelop your games for multiple platformsCustomize Cocos2d-x for your gamesUse a physical engine in your gamesSave and load text, JSON, XML, or other formatsExplore the brand new features of Cocos2d-x In Detail Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed.Style and approach This book is an easy-to-follow guide with ample recipes to help you better understand Cocos2d-x.
目录展开

Cocos2d-x Cookbook

Table of Contents

Cocos2d-x Cookbook

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

Getting ready

How to do it…

How it works…

There's more…

See also

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Getting Started with Cocos2d-x

Introduction

Setting up our Android Environment

Getting ready

How to do it...

How it works...

Installing Cocos2d-x

Getting ready

How to do it...

How it works...

There's more...

Using the Cocos command

How to do it...

How it works...

There's more...

Building the project using Xcode

Getting ready

How to do it...

How it works...

Building the project using Eclipse

Getting ready

How to do it...

How it works...

There's more...

Implementing multi-resolution support

How to do it…

How it works…

Preparing your original game

How to do it…

How it works…

2. Creating Sprites

Introduction

Creating sprites

Getting ready

How to do it...

How it works...

There's more...

See also

Getting the sprite's position and size

How to do it...

How it works...

There's more...

Setting anchor points

Rectangle

See also

Manipulating sprites

How to do it...

Rotate

Scale

Skew

Color

Opacity

Visibility

How it works...

Creating animations

Getting ready

How to do it...

How it works...

There's more...

See also

Creating actions

How to do it...

Move

Scale

Jump

Rotate

Blink

Fade

Skew

Tint

How it works...

There's more...

Controlling actions

How to do it...

Sequencing actions

Spawning actions

Repeating actions

Reversing actions

DelayTime

How it works...

There's more...

Calling functions with actions

How to do it...

How it works...

There's more...

Easing actions

How to do it...

How it works...

Using a texture atlas

Getting ready

How to do it...

How it works...

There's more...

See also

Using a batch node

How to do it...

How it works...

There's more...

Using 3D modals

Getting ready

How to do it...

How it works...

There's more...

See also

Detecting collisions

How to do it...

How it works...

There's more...

See also

Drawing a shape

How to do it...

Drawing a dot

Drawing lines

Drawing circles

Drawing a triangle

Drawing rectangles

Drawing a polygon

Drawing a Bezier curve

How it works...

3. Working with Labels

Creating system font labels

How to do it...

How it works...

Line break

Text align

There's more...

Creating true type font labels

How to do it...

How it works...

There's more...

See also

Creating bitmap font labels

Getting ready

How to do it...

How it works...

There's more...

Creating rich text

How to do it...

Drop shadow

Outline

Glow

How it works...

There's more...

4. Building Scenes and Layers

Introduction

Creating scenes

How to do it...

How it works...

Transitioning between scenes

How to do it...

How it works...

Transitioning scenes with effects

How to do it...

How it works...

There's more...

Making original transitions for replacing scenes

How to do it...

How it works...

There's more...

Making original transitions for popping scenes

Getting ready

How to do it...

How it works...

Creating layers

How to do it...

How it works...

Creating modal layers

How to do it...

How it works...

5. Creating GUIs

Introduction

Creating menus

Getting ready

How to do it...

How it works...

There's more...

Creating buttons

Getting ready

How to do it...

How it works...

There's more...

Creating checkboxes

Getting ready

How to do it...

How it works...

There's more...

Creating loading bars

Getting ready

How to do it...

How it works...

There's more...

Creating sliders

Getting ready

How to do it...

How it works...

There's more...

Creating text fields

How to do it...

How it works...

There's more...

Creating scroll views

How to do it...

How it works...

Creating page views

How to do it...

How it works...

Creating list views

How to do it...

How it works...

6. Playing Sounds

Playing background music

Getting ready

How to do it...

How it works...

There's more...

Playing a sound effect

Getting ready

How to do it...

How it works...

There's more...

Controlling volume, pitch, and balance

How to do it...

How it works...

Pausing and resuming background music

How to do it...

How it works...

There's more...

Pausing and resuming sound effects

How to do it...

How it works...

There's more...

Playing background music and a sound effect by using AudioEngine

Getting ready

How to do it...

How it works...

There's more...

Playing movies

Getting ready

How to do it...

How it works...

7. Working with Resource Files

Selecting resource files

Getting ready

How to do it...

How it works...

See also

Managing resource files

Getting ready

How to do it...

How it works...

Using SQLite

Getting ready

How to do it...

How it works...

There's more...

Using .xml files

Getting ready

How to do it...

How it works...

Using .plist files

Getting ready

How to do it...

How it works...

There's more...

Using .json files

Getting ready

How to do it...

How it works...

There's more...

8. Working with Hardware

Introduction

Using native code

Getting ready

How to do it...

How it works...

There's more…

Changing the processing using the platform

How to do it...

How it works...

There's more…

Using the acceleration sensor

How to do it...

How it works...

There's more…

Keeping the screen on

How to do it...

How it works...

Getting dpi

How to do it...

How it works...

Getting the maximum texture size

How to do it...

How it works...

There's more…

9. Controlling Physics

Introduction

Using the physics engine

How to do it...

How it works...

There's more…

Detecting collisions

How to do it...

How it works...

Using joints

Getting ready

How to do it...

How it works...

There's more…

Changing gravity by using the acceleration sensor

Getting ready

How to do it...

How it works...

10. Improving Games with Extra Features

Introduction

Using Texture Packer

Getting ready

How to do it...

How it works...

There's more…

Using Tiled Map Editor

Getting ready

How to do it...

How it works...

There's more…

Getting the property of the object in the tiled map

Getting ready

How to do it...

How it works...

Using Physics Editor

Getting ready

How to do it...

How it works...

Using Glyph Designer

Getting ready

How to do it...

How it works...

There's more…

11. Taking Advantages

Introduction

Using encrypted sprite sheets

How to do it...

How it works...

There's more…

Using encrypted zip files

Getting ready

How to do it...

How it works...

Using encrypted SQLite files

Getting ready

How to do it...

How it works...

There's more…

Creating Observer Pattern

Getting ready

How to do it...

How it works...

There's more…

Networking with HTTP

Getting ready

How to do it...

How it works...

There's more…

Index

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