Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

Arrow left icon
Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

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.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image