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Titlebook: Rapid Game Development Using Cocos2d-JS; An end-to-end guide Hemanth Kumar,Abdul Rahman Book 2016 Hemanth Kumar 2016 cocos2djs.cocos2d-js.

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發(fā)表于 2025-3-21 17:12:45 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Rapid Game Development Using Cocos2d-JS
副標題An end-to-end guide
編輯Hemanth Kumar,Abdul Rahman
視頻videohttp://file.papertrans.cn/822/821184/821184.mp4
概述Covers the essential topics for typical game development..Topics are grouped in chapters in such a way that it is suitable for both beginners and intermediates..Examples are framed to match real time
圖書封面Titlebook: Rapid Game Development Using Cocos2d-JS; An end-to-end guide  Hemanth Kumar,Abdul Rahman Book 2016 Hemanth Kumar 2016 cocos2djs.cocos2d-js.
描述.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.?.
出版日期Book 2016
關鍵詞cocos2djs; cocos2d-js; gamedev; indiedev; ios; android; cocos2d js
版次1
doihttps://doi.org/10.1007/978-1-4842-2553-0
isbn_softcover978-1-4842-2552-3
isbn_ebook978-1-4842-2553-0
copyrightHemanth Kumar 2016
The information of publication is updating

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發(fā)表于 2025-3-21 23:08:01 | 只看該作者
s and intermediates..Examples are framed to match real time .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 seamless
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發(fā)表于 2025-3-22 00:38:59 | 只看該作者
Getting Started,os2D, was introduced. This enabled developers to make cross-platform 2D games. After that, Cocos2d-js, which is the JavaScript port of Cocos2d, was introduced, enabling developers to produce browser-based games as well as cross-platform native games that use JSB.
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發(fā)表于 2025-3-22 07:34:01 | 只看該作者
Architecture Overview,ser; however, the API’s and object’s hierarchy are the same as for Cocos2d-x. So, with the help of JSB and SpiderMonkey, your JavaScript game code can be deployed as a native app that actually utilizes the core rendering pipeline of OpenGL/DirectX.
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發(fā)表于 2025-3-22 09:27:26 | 只看該作者
Getting Started, enable developers to produce high-quality games quickly. Cocos is a game engine that is widely used for making 2D games. Over the years, Cocos has established a solid foundation among developers. Many popular games in the market are made using Cocos. In 2010, Cocos2d-x, which is the C++ port of Coc
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A Deeper Look at Sprites,Sprites are the most essential part of any 2D game. You will be dealing with this entity often while developing 2D games. In Cocos2d-js, this entity is defined by a class called cc.Sprite. In this section, we are going to explore this class in detail, including how it is organized, its usage, how to do frame animations, etc. So, let’s begin.
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發(fā)表于 2025-3-23 07:28:48 | 只看該作者
Handling Inputs and Events,Handling user input is an essential part of any game. In Cocos2d-js, user input, such as by touch, mouse, or keyboard, is available in the form of events. There are three major parts involved in the event mechanism (see Figure 4-1).
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