目錄(81章)
倒序
- coverpage
- Learning Cocos2d-JS Game Development
- Credits
- Foreword
- Foreword
- 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
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Hello World – A Cross-platform Game
- Why should I make cross-platform games?
- What Cocos2d-JS is and how it works
- The structure of your Cocos2d-JS project
- Hello Cross-World
- Preloading and adding images
- Removing images and changing the background color
- Summary
- Chapter 2. Adding Interactivity – The Making of a Concentration Game
- Creating multiple instances of game assets
- Adding a gradient background
- Extending the Sprite class beyond its capabilities
- Making assets react to clicks and touches
- Changing sprite images on the fly
- Shuffling the tiles and adding the score
- Summary
- Chapter 3. Moving Sprites Around the Screen – An Endless Runner
- Loading and placing graphic resources
- Adding an endless scrolling background
- Adding the spaceship
- Controlling the spaceship
- Adding asteroids
- Asteroid versus spaceship collision
- Invulnerability
- Preventing the spaceship from flying off the screen
- Adding particles
- Summary
- Chapter 4. Learn about Swipes through the making of Sokoban
- Loading graphic assets
- Building a level
- Detecting swipes
- Completing the game
- Summary
- Chapter 5. Become a Musical Maestro
- Choosing sounds
- Preloading sounds
- Creating a sound menu
- Managing music and sound effects
- Summary
- Chapter 6. Controlling the Game with Virtual Pads
- Overview of virtual pads
- First things first – the game
- Summary
- Chapter 7. Adding Physics to Your Games Using the Box2D Engine
- Before you start
- Adding the Box2D engine to your project
- Configuring the physics world
- Adding bodies to the world
- Updating sprite position as the world changes
- Selecting and destroying world bodies
- Checking for collisions among bodies
- Summary
- Chapter 8. Adding Physics to Your Games Using the Chipmunk2D Engine
- Adding the Chipmunk2D engine to your project
- Configuring the physics space
- Adding bodies to the space
- Selecting and destroying space bodies
- Checking for collisions among bodies
- Using your own graphic assets
- Summary
- Chapter 9. Creating Your Own Blockbuster Game – A Complete Match 3 Game
- Setting up the game
- Where to go now
- Summary
- Index 更新時間:2021-08-06 19:44:05
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