Cocos2d-x Cookbook
图书信息
| 作者 | Akihiro Matsuura |
| 出版社 | Packt Publishing |
| ISBN | 9781783284764 |
| 出版时间 | 2015-11-03 |
| 字数 | 108.0万 |
| 分类 | 进口书,外文原版书,电脑,网络 |
读书简介
Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-xAbout This BookBuild exciting games, apps, and other cross-platform GUI based interactive programs with Cocos2d-xExplore the nitty-gritty of the latest Cocos2d-x on the block, version 3.6A step-by-step guide that shows you the functionalities of Cocos2d-x followed by an explanation of how they work Who This Book Is For If you are a game developer and want to learn more about cross-platform game development in Cocos2d-x, then this book is for you. Knowledge of C++, Xcode, Eclipse, and how to use commands in the terminal are prerequisites for this book.What You Will LearnInstall and set up Cocos2d-x for your development environmentBuild, test, and release game applications for iOS and AndroidDevelop your games for multiple platformsCustomize Cocos2d-x for your gamesUse a physical engine in your gamesSave and load text, JSON, XML, or other formatsExplore the brand new features of Cocos2d-x In Detail Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed.Style and approach This book is an easy-to-follow guide with ample recipes to help you better understand Cocos2d-x.
目录
Cocos2d-x Cookbook
Table of Contents
Cocos2d-x Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started with Cocos2d-x
Introduction
Setting up our Android Environment
Getting ready
How to do it...
How it works...
Installing Cocos2d-x
Getting ready
How to do it...
How it works...
There's more...
Using the Cocos command
How to do it...
How it works...
There's more...
Building the project using Xcode
Getting ready
How to do it...
How it works...
Building the project using Eclipse
Getting ready
How to do it...
How it works...
There's more...
Implementing multi-resolution support
How to do it…
How it works…
Preparing your original game
How to do it…
How it works…
2. Creating Sprites
Introduction
Creating sprites
Getting ready
How to do it...
How it works...
There's more...
See also
Getting the sprite's position and size
How to do it...
How it works...
There's more...
Setting anchor points
Rectangle
See also
Manipulating sprites
How to do it...
Rotate
Scale
Skew
Color
Opacity
Visibility
How it works...
Creating animations
Getting ready
How to do it...
How it works...
There's more...
See also
Creating actions
How to do it...
Move
Scale
Jump
Rotate
Blink
Fade
Skew
Tint
How it works...
There's more...
Controlling actions
How to do it...
Sequencing actions
Spawning actions
Repeating actions
Reversing actions
DelayTime
How it works...
There's more...
Calling functions with actions
How to do it...
How it works...
There's more...
Easing actions
How to do it...
How it works...
Using a texture atlas
Getting ready
How to do it...
How it works...
There's more...
See also
Using a batch node
How to do it...
How it works...
There's more...
Using 3D modals
Getting ready
How to do it...
How it works...
There's more...
See also
Detecting collisions
How to do it...
How it works...
There's more...
See also
Drawing a shape
How to do it...
Drawing a dot
Drawing lines
Drawing circles
Drawing a triangle
Drawing rectangles
Drawing a polygon
Drawing a Bezier curve
How it works...
3. Working with Labels
Creating system font labels
How to do it...
How it works...
Line break
Text align
There's more...
Creating true type font labels
How to do it...
How it works...
There's more...
See also
Creating bitmap font labels
Getting ready
How to do it...
How it works...
There's more...
Creating rich text
How to do it...
Drop shadow
Outline
Glow
How it works...
There's more...
4. Building Scenes and Layers
Introduction
Creating scenes
How to do it...
How it works...
Transitioning between scenes
How to do it...
How it works...
Transitioning scenes with effects
How to do it...
How it works...
There's more...
Making original transitions for replacing scenes
How to do it...
How it works...
There's more...
Making original transitions for popping scenes
Getting ready
How to do it...
How it works...
Creating layers
How to do it...
How it works...
Creating modal layers
How to do it...
How it works...
5. Creating GUIs
Introduction
Creating menus
Getting ready
How to do it...
How it works...
There's more...
Creating buttons
Getting ready
How to do it...
How it works...
There's more...
Creating checkboxes
Getting ready
How to do it...
How it works...
There's more...
Creating loading bars
Getting ready
How to do it...
How it works...
There's more...
Creating sliders
Getting ready
How to do it...
How it works...
There's more...
Creating text fields
How to do it...
How it works...
There's more...
Creating scroll views
How to do it...
How it works...
Creating page views
How to do it...
How it works...
Creating list views
How to do it...
How it works...
6. Playing Sounds
Playing background music
Getting ready
How to do it...
How it works...
There's more...
Playing a sound effect
Getting ready
How to do it...
How it works...
There's more...
Controlling volume, pitch, and balance
How to do it...
How it works...
Pausing and resuming background music
How to do it...
How it works...
There's more...
Pausing and resuming sound effects
How to do it...
How it works...
There's more...
Playing background music and a sound effect by using AudioEngine
Getting ready
How to do it...
How it works...
There's more...
Playing movies
Getting ready
How to do it...
How it works...
7. Working with Resource Files
Selecting resource files
Getting ready
How to do it...
How it works...
See also
Managing resource files
Getting ready
How to do it...
How it works...
Using SQLite
Getting ready
How to do it...
How it works...
There's more...
Using .xml files
Getting ready
How to do it...
How it works...
Using .plist files
Getting ready
How to do it...
How it works...
There's more...
Using .json files
Getting ready
How to do it...
How it works...
There's more...
8. Working with Hardware
Introduction
Using native code
Getting ready
How to do it...
How it works...
There's more…
Changing the processing using the platform
How to do it...
How it works...
There's more…
Using the acceleration sensor
How to do it...
How it works...
There's more…
Keeping the screen on
How to do it...
How it works...
Getting dpi
How to do it...
How it works...
Getting the maximum texture size
How to do it...
How it works...
There's more…
9. Controlling Physics
Introduction
Using the physics engine
How to do it...
How it works...
There's more…
Detecting collisions
How to do it...
How it works...
Using joints
Getting ready
How to do it...
How it works...
There's more…
Changing gravity by using the acceleration sensor
Getting ready
How to do it...
How it works...
10. Improving Games with Extra Features
Introduction
Using Texture Packer
Getting ready
How to do it...
How it works...
There's more…
Using Tiled Map Editor
Getting ready
How to do it...
How it works...
There's more…
Getting the property of the object in the tiled map
Getting ready
How to do it...
How it works...
Using Physics Editor
Getting ready
How to do it...
How it works...
Using Glyph Designer
Getting ready
How to do it...
How it works...
There's more…
11. Taking Advantages
Introduction
Using encrypted sprite sheets
How to do it...
How it works...
There's more…
Using encrypted zip files
Getting ready
How to do it...
How it works...
Using encrypted SQLite files
Getting ready
How to do it...
How it works...
There's more…
Creating Observer Pattern
Getting ready
How to do it...
How it works...
There's more…
Networking with HTTP
Getting ready
How to do it...
How it works...
There's more…
Index
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