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Rapid Game Development Using Cocos2d-JS, 1st ed. An end-to-end guide to 2D game development using JavaScript

Langue : Anglais

Auteurs :

Couverture de l’ouvrage Rapid Game Development Using Cocos2d-JS

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 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

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.

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.

Date de parution :

Ouvrage de 126 p.

15.5x23.5 cm

Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).

Prix indicatif 29,53 €

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