Description |
1 online resource (1 volume) : illustrations |
Series |
Community experience distilled |
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Community experience distilled.
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Contents |
Cover; Copyright; Credits; Foreword; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting up your Development Environment; Cocos2d-x overview; Setting up Java; Setting up the Android SDK; Downloading the Android SDK; Downloading Eclipse; Setting up the Eclipse ADT plugin; Setting up the Android Native Development Kit ; Setting up Apache Ant; Setting up Python; Setting up Cocos2d-x; Creating your first project; Setting up the Eclipse IDE; Template code walk-through; Java classes; Android application configuration; C++ classes; Scenes; Summary |
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Chapter 2: GraphicsCreating scenes; Understanding Layers; Using the director; Pausing the game; Organizing our resources files; Creating our pause scene header file; Creating the pause scene implementation file; Transitions; Understanding nodes; Understanding sprites; Creating sprites; Positioning sprites; Setting anchor points; Understanding the Cocos2d-x coordinate system; Adding sprites to the scene; Positioning sprites outside the visible area; Positioning the player sprite; Understanding actions; Moving sprites; Creating sequences; Animating sprites |
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Improving performance with sprite sheetsGame menus; Handling multiple screen resolutions; Putting everything together; Summary; Chapter 3: Understanding Game Physics; Setting up the physics world; Collision detection; Handling gravity; Handling physics properties; Applying velocity; Linear damping; Applying force; Applying impulse; Applying torque; Putting everything together; Summary; Chapter 4: User Input; Understanding the Event Dispatcher mechanism; Handling the touch event; Handling multi-touch events; Handling accelerometer events; Keeping the screen alive |
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Handling the Android back key pressed eventPutting everything together; Summary; Chapter 5: Handling Text and Fonts; Creating TrueType font labels; Creating our GameOverScene; Calling our GameOverScene when a player loses; Customizing the GameOverScene; Adding label effects; Creating system fonts; Creating bitmap font labels; Adding more bombs to our game; Putting everything together; Summary; Chapter 6: Audio; Playing background music and sound effects; Modifying audio properties; Handling audio when leaving the game; The new audio engine; New features included in the new audio engine |
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Adding a mute button to our gamePutting everything together; Summary; Chapter 7: Creating Particle Systems; Creating collections of the Cocos2d-x objects; Exploding bombs; Adding particle systems to our game; Configuring the particle systems; Creating customized particle systems; Putting everything together; Summary; Chapter 8: Adding Native Java Code; Understanding the Cocos2d-x structure for the Android platform; Understanding the JNI capabilities; Adding Java code to the Cocos2d-x game; Adding ads to the game by inserting Java code; Configuring the environment |
Summary |
Annotation If you have a basic understanding of the C++ programming language and want to create videogames for the Android platform, then this technology and book is ideal for you |
Notes |
Includes index |
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English |
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Online resource; title from cover page (Safari, viewed April 14, 2015) |
SUBJECT |
Android (Electronic resource) http://id.loc.gov/authorities/names/n2009043077
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Android (Electronic resource) fast |
Subject |
Mobile games.
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Video games -- Software
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GAMES -- Board.
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Computer games
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Mobile games
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Genre/Form |
Software
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Form |
Electronic book
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ISBN |
9781785282836 |
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1785282832 |
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