Rapid Game Development Using Cocos2d-JS: An End-To-End Guide to 2D Game Development Using JavaScript - Kumar, Hemanth; Rahman, Abdul
20,99 €
versandkostenfrei*

inkl. MwSt.
Sofort lieferbar
10 °P sammeln
    Broschiertes Buch

Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework.
You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You'll also learn about the Cocos2d-JS UI system to get a head start in 2d game
…mehr

Produktbeschreibung
Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework.

You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You'll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you'll discover the features of Chipmunk (the built-in physics engine) with full examples.

What You'll Learn

Get a simple head start in Cocos2d-JS
Gain an architectural overview of the different blocks of the framework
Master sprites, spritesheets, and frame animation
Work with the event system in Cocos2d-JS
Discover the animation APIs in Cocos2d-JS
Leverage the built-in physics engine

Who This Book Is For

Beginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.
  • Produktdetails
  • Verlag: Springer, Berlin; Apress
  • Artikelnr. des Verlages: 978-1-4842-2552-3
  • Seitenzahl: 126
  • Erscheinungstermin: 19. Dezember 2016
  • Englisch
  • Abmessung: 236mm x 158mm x 12mm
  • Gewicht: 246g
  • ISBN-13: 9781484225523
  • ISBN-10: 148422552X
  • Artikelnr.: 46608088
Autorenporträt
Hemanth Kumar and Abdul Rahman are a team of two Full stack JavaScript experts, researchers and mobile game developers with a wide range of experience in web and game development. They have published several mobile games, and are well versed in cocos2d-x, unity3D and building artificial intelligence for games. They are also experts in doing scaleable architecture for high traffic websites. Their main passion is video game development.
Inhaltsangabe
Chapter 1:  Getting Started Chapter Goal: To teach the basic environment setup for various platforms and demonstrates the baisc 'hello world' programNo of pages    6Sub -Topics1.        Introduction 2.        EnvironmentSetup 3.        Creatingyourfirstapp 4.        Runningthesampl   Chapter 2:  Architecture Overview Chapter Goal: To give the overview of architecture of cocos2d-js, explains how different blocks of framework works together, explains about JSB and native deployment.No of pages:3Sub - Topics   1.        EngineArchitecture2.        JSB3.        ObjectHierarchy4.         Chapter 3: Deeper Look into Sprites Chapter Goal: To give the details about sprites, sprite sheets, frames, and frame animations.No of pages : 10Sub - Topics:  1.        Introduction2.        SpriteClass3.        SpriteWithSingleImage4.        SpriteWithSpriteSheet5.        SpriteFrameAnimation6.        SpriteFrameAnimationWithPListData   Chapter 4: Handling Inputs and Events Chapter Goal: To teach how to use various inputs such as touch, keyboard, mouse in your game.No of pages<: 7Sub - Topics: 1.        Introduction2.        TouchEvents3.        MouseEvents4.        KeyboardEvents5.        AccelerometerEvents 6.        CustomEvents     Chapter 5: Adding GUI Chapter Goal: To teach about ui system, different ui elements and how to use them in your game No of pages: 101.        Introduction2.        Labels3.        MenuAndMenuItem4.        OtherGUIElements  Chapter Goal: Explains the animation api's available, how to use them, when to use what.No of pages: 61.        Introduction2.        Actions3.        AvailableActionsList4.        Easing 5.        Sequence6.        Spawn7.        StoppingAnAction<8.        SpriteFrameAnimation  Chapter 7: Adding Physics to your game Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game.No of pages: 61.        Introduction2.        ChipmungOverview 3.        ChipmungSpace4.        ChipmungBody5.        ChipmungStaticBody6.        PhysicsDebugNode7.        CollisionDetection 8.        PuttingAllTogether  Chapter 8: Miscellaneous features Chapter Goal: Explains other related features.No of pages: 69.        DrawingPrimitiveShapes10.     AddingMusicAndSoundEffects11.     UsingCustom shaders.12.     Conclusion