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Learning Cocos2d-JS Game Development
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Learning Cocos2d-JS Game Development
Emanuele Feronato
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Learning Cocos2d-JS Game Development
Emanuele Feronato
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简介
Complete TIS Desc (Plain).
Complete TIS Desc (Plain).
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简介
Complete TIS Desc (Plain).
版权
出版社
Packt Publishing
出版时间
2015年1月
字数
182,480
分类
计算机-编程设计
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Learning Cocos2d-JS Game Development
Emanuele Feronato
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coverpage
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书签
Learning Cocos2d-JS Game Development
Credits
Foreword
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Hello World – A Cross-platform Game
Why should I make cross-platform games?
What Cocos2d-JS is and how it works
The structure of your Cocos2d-JS project
Hello Cross-World
Preloading and adding images
Removing images and changing the background color
Summary
Chapter 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
Changing sprite images on the fly
Shuffling the tiles and adding the score
Summary
Chapter 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
Chapter 4. Learn about Swipes through the making of Sokoban
Loading graphic assets
Building a level
Detecting swipes
Completing the game
Summary
Chapter 5. Become a Musical Maestro
Choosing sounds
Preloading sounds
Creating a sound menu
Managing music and sound effects
Summary
Chapter 6. Controlling the Game with Virtual Pads
Overview of virtual pads
First things first – the game
Summary
Chapter 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
Chapter 8. Adding Physics to Your Games Using the Chipmunk2D Engine
Adding the Chipmunk2D engine to your project
Configuring the physics space
Adding bodies to the space
Selecting and destroying space bodies
Checking for collisions among bodies
Using your own graphic assets
Summary
Chapter 9. Creating Your Own Blockbuster Game – A Complete Match 3 Game
Setting up the game
Where to go now
Summary
Index
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