Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript

Author:   Hemanth Kumar ,  Abdul Rahman
Publisher:   APress
Edition:   1st ed.
ISBN:  

9781484225523


Pages:   126
Publication Date:   19 December 2016
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript


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Author:   Hemanth Kumar ,  Abdul Rahman
Publisher:   APress
Imprint:   APress
Edition:   1st ed.
Dimensions:   Width: 15.50cm , Height: 0.80cm , Length: 23.50cm
Weight:   2.292kg
ISBN:  

9781484225523


ISBN 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   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Chapter 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.     Conclusion

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Author Information

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.

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