Description
Rapid Game Development Using Cocos2d-JS, 1st ed.
An end-to-end guide to 2D game development using JavaScript
Authors: Kumar Hemanth, Rahman Abdul
Language: EnglishSubjects for Rapid Game Development Using Cocos2d-JS:
Keywords
cocos2djs; cocos2d-js; gamedev; indiedev; ios; android; cocos2d js
Approximative price 29.53 €
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Description
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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.
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. Creatingyourfirstapp4. 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 Goal: To give the details about sprites, sprite sheets, frames, and frame animations. No of pages : 10 Sub - Topics: 1. Introduction 3. SpriteWithSingleImage 4. SpriteWithSpriteSheet 6. SpriteFrameAnimationWithPListData 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 6. CustomEvents 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 No of pages: 6 1. Introduction 2. Actions 3. AvailableActionsList 4. Easing 6. Spawn 7. StoppingAnAction Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game. No of pages: 6 2. ChipmungOverview 3. ChipmungSpace 4. ChipmungBody 5. ChipmungStaticBody 6. PhysicsDebugNode 7. CollisionDetection No of pages: 6 9. DrawingPrimitiveShapes 10. AddingMusicAndSoundEffects 11. UsingCustom shaders.
Covers the essential topics for typical game development.
Topics are grouped in chapters in such a way that it is suitable for both beginners and intermediates.
Examples are framed to match real time scenarios.
Covers most complex features not available in other books.