Rapid Game Development Using Cocos2d-JS -  Hemanth Kumar,  Abdul Rahman

Rapid Game Development Using Cocos2d-JS (eBook)

An end-to-end guide to 2D game development using JavaScript
eBook Download: PDF
2016 | 1st ed.
XV, 126 Seiten
Apress (Verlag)
978-1-4842-2553-0 (ISBN)
Systemvoraussetzungen
26,99 inkl. MwSt
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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. 



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.
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 LearnGet a simple head start in Cocos2d-JSGain an architectural overview of the different blocks of the frameworkMaster sprites, spritesheets, and frame animationWork with the event system in Cocos2d-JSDiscover the animation APIs in Cocos2d-JSLeverage the built-in physics engine Who This Book Is ForBeginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference. 

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.

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

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



 

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

Erscheint lt. Verlag 19.12.2016
Zusatzinfo XV, 126 p. 42 illus., 39 illus. in color.
Verlagsort Berkeley
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
Schlagworte Android • cocos2d js • cocos2d-js • cocos2djs • gamedev • indiedev • Ios
ISBN-10 1-4842-2553-8 / 1484225538
ISBN-13 978-1-4842-2553-0 / 9781484225530
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