目錄(108章)
倒序
- coverpage
- Cocos2d-x Cookbook
- 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
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting Started with Cocos2d-x
- Introduction
- Setting up our Android Environment
- Installing Cocos2d-x
- Using the Cocos command
- Building the project using Xcode
- Building the project using Eclipse
- Implementing multi-resolution support
- Preparing your original game
- Chapter 2. Creating Sprites
- Introduction
- Creating sprites
- Getting the sprite's position and size
- Manipulating sprites
- Creating animations
- Creating actions
- Controlling actions
- Calling functions with actions
- Easing actions
- Using a texture atlas
- Using a batch node
- Using 3D modals
- Detecting collisions
- Drawing a shape
- Chapter 3. Working with Labels
- Creating system font labels
- Creating true type font labels
- Creating bitmap font labels
- Creating rich text
- Chapter 4. Building Scenes and Layers
- Introduction
- Creating scenes
- Transitioning between scenes
- Transitioning scenes with effects
- Making original transitions for replacing scenes
- Making original transitions for popping scenes
- Creating layers
- Creating modal layers
- Chapter 5. Creating GUIs
- Introduction
- Creating menus
- Creating buttons
- Creating checkboxes
- Creating loading bars
- Creating sliders
- Creating text fields
- Creating scroll views
- Creating page views
- Creating list views
- Chapter 6. Playing Sounds
- Playing background music
- Playing a sound effect
- Controlling volume pitch and balance
- Pausing and resuming background music
- Pausing and resuming sound effects
- Playing background music and a sound effect by using AudioEngine
- Playing movies
- Chapter 7. Working with Resource Files
- Selecting resource files
- Managing resource files
- Using SQLite
- Using .xml files
- Using .plist files
- Using .json files
- Chapter 8. Working with Hardware
- Introduction
- Using native code
- Changing the processing using the platform
- Using the acceleration sensor
- Keeping the screen on
- Getting dpi
- Getting the maximum texture size
- Chapter 9. Controlling Physics
- Introduction
- Using the physics engine
- Detecting collisions
- Using joints
- Changing gravity by using the acceleration sensor
- Chapter 10. Improving Games with Extra Features
- Introduction
- Using Texture Packer
- Using Tiled Map Editor
- Getting the property of the object in the tiled map
- Using Physics Editor
- Using Glyph Designer
- Chapter 11. Taking Advantages
- Introduction
- Using encrypted sprite sheets
- Using encrypted zip files
- Using encrypted SQLite files
- Creating Observer Pattern
- Networking with HTTP
- Index 更新時(shí)間:2021-07-09 20:59:06
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