Cocos2d-x by Example:Beginner's Guide(Second Edition)
Roger Engelbert更新时间:2021-07-23 20:00:53
最新章节:Indexcoverpage
Cocos2d-x by Example Beginner's Guide Second Edition
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Time for action – heading
Conventions
Reader feedback
Customer support
Chapter 1. Installing Cocos2d-x
Downloading and installing Cocos2d-x
Time for action – downloading downloading downloading
Time for action – installing Cocos2d-x
Hello-x World-x
Time for action – creating an application
Time for action – deploying to Android
Finding more reference material
Time for action – running the test samples
The other tools
Summary
Chapter 2. You Plus C++ Plus Cocos2d-x
Cocos2d-x – an introduction
The class interface
Time for action – creating the interface
The class implementation
Time for action – creating the implementation
Instantiating objects and managing memory
What you get with Ref
Summary
Chapter 3. Your First Game – Air Hockey
Game configurations
Time for action – creating your game project
Time for action – laying down the rules
Supporting retina displays
Time for action – adding the image files
Time for action – adding retina support
Adding sound effects
Time for action – adding the sound files
Extending Sprite
Time for action – adding GameSprite.cpp
Time for action – implementing GameSprite
The actual game scene
Time for action – coding the GameLayer interface
Time for action – implementing init()
Time for action – handling multitouches
Time for action – adding our main loop
Time for action – updating scores
Time for action – running the game in Android
Summary
Chapter 4. Fun with Sprites – Sky Defense
The game – sky defense
Using sprite sheets in Cocos2d-x
Time for action – creating SpriteBatchNode
Bitmap fonts in Cocos2d-x
Time for action – creating bitmap font labels
Time for action – adding the final screen sprites
Time for action – creating our object pools
Actions in a nutshell
Time for action – creating actions with Cocos2d-x
Animating a sprite in Cocos2d-x
Time for action – creating animations
Time to make our game tick!
Time for action – handling touches
Time for action – starting and restarting the game
Time for action – updating the game
Time for action – retrieving objects from the pool
Play the game!
Time for action – running the game in Android
Summary
Chapter 5. On the Line – Rocket Through
The game – Rocket Through
So what are particles?
Time for action – creating particle systems
Creating the grid
Drawing primitives in Cocos2d-x
Time for action – let's do some drawing!
The rocket sprite
Time for action – updating our rocket sprite
Time for action – handling touches
The game loop
Time for action – adding the main loop
Kill and reset
Time for action – adding our resets and kills
Time for action – running the game in Android
Summary
Chapter 6. Quick and Easy Sprite – Victorian Rush Hour
The game – Victorian Rush Hour
The game settings
Rapid prototyping with Cocos2d-x
Time for action – creating placeholder sprites
The Player object
The Block object
The terrain object
Time for action – coding the player
Time for action – coding the Block object
Time for action – initializing our Terrain class
Time for action – initializing our Blocks object
Time for action – moving and resetting
Platform collision logic
Time for action – adding collision detection
Adding the controls
Time for action – handling touches
Time for action – coding the main loop
Summary
Chapter 7. Adding the Looks – Victorian Rush Hour
Victorian Rush Hour – the game
Texturing our buildings with sprites
Time for action – texturing the buildings
Containers within containers
Creating a parallax effect
Time for action – creating a parallax effect
Adding a menu to our game
Time for action – creating Menu and MenuItem
Adding a tutorial to our game
Time for action – adding a tutorial
Time for action – running the game in Android
Summary
Chapter 8. Getting Physical – Box2D
Building a Box2D project with Cocos2d-x
Time for action – using debug draw in your Box2D project
So what is a physics engine?
Our game – MiniPool
Time for action – adding the touch events
Time for action – adding the main loop
Time for action – creating a timer
Time for action – running the game in Android
Summary
Chapter 9. On the Level – Eskimo
The game – Eskimo
Using scenes in Cocos2d-x
Time for action – creating a scene transition
Time for action – creating transitions with a singleton Layer class
Loading external data from a .plist file
Time for action – creating a .plist file
Loading the level data
Time for action – retrieving data from the .plist file
Saving game data
Time for action – storing the completed levels
Using events in your game
Time for action – using the event dispatcher
Using the accelerometer
Time for action – reading accelerometer data
Reusing b2Bodies
Time for action – changing a b2Body fixture
Time for action – running the game in Android
Summary
Chapter 10. Introducing Lua!
So what is Lua like?
The game – Stone Age
Time for action – creating or importing a project
Time for action – setting up our screen resolution
Time for action – creating a menu scene
Time for action – creating our game scene
Time for action – building the gems
Time for action – changing the grid with GridController
Time for action – swapping the gems and looking for matches
Time for action – collapsing the grid and repeating
Time for action – animating matches and collapses
Time for action – publishing the game with the Cocos IDE
Summary
Appendix A. Vector Calculations with Cocos2d-x
What are vectors?
Using ccp helper methods
Appendix B. Pop Quiz Answers
Chapter 4 Fun with Sprites – Sky Defense
Chapter 8 Getting Physical – Box2D
Index
更新时间:2021-07-23 20:00:53