目錄(174章)
倒序
- coverpage
- 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 更新時間:2021-07-23 20:00:53
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