Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript

Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript

ISBN-10:
148422552X
ISBN-13:
9781484225523
Pub. Date:
12/19/2016
Publisher:
Apress
ISBN-10:
148422552X
ISBN-13:
9781484225523
Pub. Date:
12/19/2016
Publisher:
Apress
Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript

Rapid Game Development Using Cocos2d-JS: An end-to-end guide to 2D game development using JavaScript

Paperback

$29.99
Current price is , Original price is $29.99. You
$29.99 
  • SHIP THIS ITEM
    Not Eligible for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores

Overview

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.


Product Details

ISBN-13: 9781484225523
Publisher: Apress
Publication date: 12/19/2016
Edition description: 1st ed.
Pages: 126
Product dimensions: 6.10(w) x 9.25(h) x 0.01(d)

About the Author

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.

Table of Contents

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. Deployoptions

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: 7

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

<8. SpriteFrameAnimation

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

From the B&N Reads Blog

Customer Reviews