What this book covers
Chapter 1, A Colorful Start, introduces the HTML5 version of the Cocos2d family by creating a simple and colorful puzzle game. You will learn how to set up your environment to develop using the Cocos2d-html5 engine. You also get familiar with the various actions you can use to get things done in an instant.
Chapter 2, How to Fly a Dragon!, concludes your HTML5 journey and will show you how to use sprite sheets, how to implement simple gravity, and use rectangular collision detection.
Chapter 3, Not Just a Space Game, shows you how to create a multiplatform Cocos2d-x project. You will also learn to create a level-based arcade game where you learn how to parse XML, play particle effects, and extend the engine by inheriting from its primary classes.
Chapter 4, Back to the Drawing Board, shows you just how easy it is to make a game that completely uses primitive drawing for its entities. You will also learn how to implement simple accelerometer controls and how to add difficulty progression to an endless game.
Chapter 5, Let's Get Physical!, guides you through the process of using Box2D to build a physics game. You will also learn about state machines and object pools.
Chapter 6, Creativity with Textures, shows you how to fire OpenGL commands and render your own sprite. You will also learn to use Box2D to make a picturesque side-scroller game.
Chapter 7, Old is Gold!, introduces you to the Tiled map editor and the basics of a tile-based game. You will also learn how to implement a reusable tile-based collision detection algorithm.
Chapter 8, Box2D Meets RUBE, introduces you to RUBE, which is a powerful physics editor. You will use it to create levels for a slingshot type physics game. You will also learn about ray casting and how to implement explosions in Box2D.
Chapter 9, The Two Towers, shows you how easy it is to implement a tower defense game in Cocos2d-x. In the process, you will learn how to implement scalable architectures for your enemies and towers. You will also learn how a simple gesture recognizer works and how you can control the speed of your gameplay.
Chapter 10, Cross-platform Building, shows you how to set up your environment and build one of your games on Android and Windows Phone 8.