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OverviewFull Product DetailsAuthor: Hemanth Kumar , Abdul RahmanPublisher: APress Imprint: APress Edition: 1st ed. Dimensions: Width: 15.50cm , Height: 0.80cm , Length: 23.50cm Weight: 2.292kg ISBN: 9781484225523ISBN 10: 148422552 Pages: 126 Publication Date: 19 December 2016 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsChapter 1: Getting Started Chapter Goal: To teach the basic environment setup for various platforms and demonstrates the baisc ‘hello world’ program No of pages 6 Sub -Topics 1. 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:3 Sub - Topics 1. EngineArchitecture 2. JSB 3. ObjectHierarchy 4. Chapter 3: Deeper Look into Sprites Chapter Goal: To give the details about sprites, sprite sheets, frames, and frame animations. No of pages : 10 Sub - Topics: 1. Introduction 2. SpriteClass 3. SpriteWithSingleImage 4. SpriteWithSpriteSheet 5. SpriteFrameAnimation 6. 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<: 7 Sub - Topics: 1. Introduction 2. TouchEvents 3. MouseEvents 4. KeyboardEvents 5. 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: 10 1. Introduction 2. Labels 3. MenuAndMenuItem 4. OtherGUIElements Chapter Goal: Explains the animation api’s available, how to use them, when to use what. No of pages: 6 1. Introduction 2. Actions 3. AvailableActionsList 4. Easing 5. Sequence 6. Spawn 7. 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: 6 1. Introduction 2. ChipmungOverview 3. ChipmungSpace 4. ChipmungBody 5. ChipmungStaticBody 6. PhysicsDebugNode 7. CollisionDetection 8. PuttingAllTogether Chapter 8: Miscellaneous features Chapter Goal: Explains other related features. No of pages: 6 9. DrawingPrimitiveShapes 10. AddingMusicAndSoundEffects 11. UsingCustom shaders. 12. ConclusionReviewsAuthor InformationHemanth 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. Tab Content 6Author Website:Countries AvailableAll regions |