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Cocos2d-x Game Development Blueprints : Build a Plethora of Games for Various Genres Using One of the Most Powerful Game Engines, Cocos2d-x

معرفی کتاب «Cocos2d-x Game Development Blueprints : Build a Plethora of Games for Various Genres Using One of the Most Powerful Game Engines, Cocos2d-x» نوشتهٔ Karan Sequeira، منتشرشده توسط نشر Packt Publishing Limited در سال 2015. این کتاب در 5 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.

Key FeaturesBook DescriptionWhat you will learnTake advantage of the open source nature of Cocos2dx by extending the engine to customize and add your own features to itDesign games with levelbased and timebased difficulty progression, which are very addictive and keeps users engagedMaximize user interaction by implementing intuitive gestures and tilt controlsImplement advanced physics engine features such as PreSolve and PostSolve eventsAdd realism to your game by using a touch event, and use it to control a gameImplement circletocircle collision detection in your gamesBuild the same project on multiple platforms, such as Android and Windows, effortlesslyWho this book is forIf you are a proficient Cocos2d game developer who wants to enhance his or her game development skill set using Cocos2d-x to build different types of games, this book is for you. Cover 1 Copyright 3 Credits 4 About the Author 5 About the Reviewers 6 www.PacktPub.com 8 Table of Contents 10 Preface 16 Chapter 1: A Colorful Start 22 An overview of ColourSmash 22 Setting up the environment for cocos2d-html5 23 Creating a project in cocos2d-html5 24 Getting acquainted with the project structure 25 Creating the first scene – the main menu 26 Moving on to the game world 29 Declaring and initializing the variables 30 Creating the background 31 Creating the tiles 33 Creating the Heads-Up Display 34 The countdown timer 35 Let's get touchy... 38 The core gameplay 39 Finding the tiles 39 Removing the tiles 41 Finding and shifting tiles from above 43 Adding new tiles 45 Adding score and bonus 48 Updating the timer 50 Summary 52 Chapter 2: How to Fly a Dragon! 54 Getting to know sprite sheets 55 Creating a lively menu screen 57 Creating a fairy tale 59 Building an infinitely long castle in 20 lines of code 61 Adding the stars 62 Setting things into motion 63 On to the game world 65 The core gameplay 66 Creating the dragon 67 Creating the towers 68 The update loop 71 Updating the dragon 72 Updating the towers 73 Collision detection 74 Flying the dragon 75 Farewell dear dragon 76 Saving a high score using LocalStorage 77 Let's make some HTML5 noise 78 Summary 78 Chapter 3: Not Just a Space Game 80 An overview of SpaceCraze 80 Creating a project 81 Defining the global variables of the game 83 Creating your own Sprite 87 On to the game world... 89 The Player class 90 The Enemy class 92 The Brick class 94 Parsing the level file 95 Creating enemies 98 Creating bricks 100 Creating the player 100 Creating HUD elements 101 The start and stop functions 103 Moving the enemies 104 Fire the bullets! 106 The update function 107 Checking for collisions 108 Touch controls 110 Level complete and game over 111 Summary 112 Chapter 4: Back to the Drawing Board 114 An introduction to Inverse Universe 114 The CCDrawNode class 115 Figuring out the geometry 116 Defining the elements of Inverse Universe 118 The Player class 118 The Enemy class 120 The PowerUp class 124 The Bomb class 127 The Blast class 129 The MissileLauncher class 130 The Missile class 134 The Shield class 137 Creating the game 140 The update loop 142 Adding tilt controls 147 Moving the player 149 Adding progression and difficulty levels 150 Summary 154 Chapter 5: Let's Get Physical! 156 An overview of Jumpy Clown 156 The basics of Box2D 157 Creating the world 159 Using debug draw 161 Stepping the world 163 Creating the GameObject class 163 Creating the walls 165 Creating the base 166 Creating the clown 167 Defining the clown's state machine 169 Creating the platform 172 Adding and removing platforms 173 Adding the controls 174 Listening for collisions 177 The Collectible class 182 Creating and reusing collectibles 185 The update loop 188 Summary 192 Chapter 6: Creativity with Textures 194 An introduction to Penguins Can Fly 194 The Terrain class 196 Generating the striped texture 197 Drawing the stripes 199 Adding a gradient 205 Adding some highlight 207 Drawing the border 209 Adding some noise 209 Generating the hills 210 Generating the hill key points 211 Generating the curve of the hill 214 Creating the Box2D body for the hill 216 Rendering the hills 218 Updating the hill 223 The Penguin class 225 Updating the penguin 230 On to the game world 233 Summary 238 Chapter 7: Old is Gold! 240 An introduction to Iceman 240 What is a tile-based game? 241 What is the Tiled Map Editor? 242 Creating a new tile map 242 Adding a tileset 244 Adding a Tile Layer 246 Adding an objects layer 248 Tile-based collision detection 252 The GameObject class 259 The Hero class 261 The Enemy class 268 Collisions with moving platforms and enemies 271 Summary 276 Chapter 8: Box2D Meets RUBE 278 An introduction to Angry Fish 278 A brief introduction to RUBE 279 Creating bodies 281 Running the scene 283 Importing images 284 Creating a level with RUBE 285 Creating the catapult 286 Adding custom properties 287 Generating a world using data exported from RUBE 289 Defining the fish 293 The Fish class 293 The ShootingFish class 299 The SplittingFish class 300 The ExplodingFish class 302 Using Box2D's RayCast 303 The Cat class 306 The PostSolve function 308 Creating and spawning the fish 309 Creating a mouse joint 312 Summary 314 Chapter 9: The Two Towers 316 Introduction to Pumpkin Defense 316 Defining the properties of the tower 317 Defining the properties of the enemy 321 Defining the XML file for a level 322 Designing the level in Tiled 326 The Tower class 327 The Lightning class 335 The Enemy class 338 Spawning waves of enemies 348 The GestureLayer class 350 Spawning the towers 356 Fast forwarding the gameplay 360 Summary 361 Chapter 10: Cross-platform Building 362 Setting up the environment for Android 362 Java Development Kit 7+ 363 The Android SDK 363 Eclipse or the ADT bundle 363 ADT plugin for Eclipse 364 Installing Cygwin for Windows 366 The Android NDK 371 Building Pumpkin Defense on Android 372 Creating an Android Virtual Device 376 Running Pumpkin Defense on Android 377 Setting up the environment for Windows Phone 8 378 Building Pumpkin Defense on Windows Phone 8 380 What to do next? 382 Summary 383 Index 384 4ème de couv. : "Packed with comprehensive projects, this book takes a detailed look at a few of the industry's most popular games. This book will show you how to use Cocos2d-x to build games using its core components. You will learn how to incorporate game physics, and import custom models and animations. Next, you will see how to include effects such as particles and sounds. With a brief introduction to the upcoming HTML5 platform using Cocos2d-html5, the book goes on to tackle the many different concepts that comprise game development today. You will learn how to build worlds with meshes, a terrain, user interaction, physics, and more. You will start by developing a puzzle game, and then progress on to games that are increasingly complex. Along the way, you'll learn how to build gaming favorites similar to games such as Flappy Bird, Tilt to Live, Jumpy Clown, Angry Birds, and Tower Defense."
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