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Titlebook: Learn cocos2d 2; Game Development for Steffen Itterheim,Andreas L?w Book 2012 Steffen Itterheim and Andreas Lw 2012

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發(fā)表于 2025-3-21 17:00:23 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Learn cocos2d 2
副標題Game Development for
編輯Steffen Itterheim,Andreas L?w
視頻videohttp://file.papertrans.cn/583/582650/582650.mp4
概述Aims to be a first book on cocos2d 2.0.Continues strong selling performance of previous books on cocos2d by Steffen Itterheim..iOS, cocos2d and games development are hot tech and book market areas.
圖書封面Titlebook: Learn cocos2d 2; Game Development for Steffen Itterheim,Andreas L?w Book 2012 Steffen  Itterheim and Andreas Lw 2012
描述.Create compelling 2D games with .Learn cocos2d 2:?Game Development with iOS.. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more.? It teaches you: . ..The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. ..How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. ..How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. ..The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua. . . .Best of all, .this book .will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the new?cocos2d 2?game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. .
出版日期Book 2012
版次1
doihttps://doi.org/10.1007/978-1-4302-4417-2
isbn_softcover978-1-4302-4416-5
isbn_ebook978-1-4302-4417-2
copyrightSteffen Itterheim and Andreas Lw 2012
The information of publication is updating

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Sprites In-Depth,In this chapter, I focus on working with sprites. You can create sprites in numerous ways from individual image files and texture atlases. I also explain how to create and play sprite animations.
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,Shoot’ em Up,What does a game of this kind need above all else? Something to shoot up and bullets to evade. In this chapter, you’ll be adding enemies to the game and even a boss monster.
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Particle Effects,To create special visual effects, game programmers often make use of particle systems. . work by emitting vast numbers of tiny particles and rendering them efficiently—much more efficiently than if they were sprites. This allows you to simulate effects such as rain, fire, snow, explosions, vapor trails, and many more.
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Pinball Game,I’d like to put the Box2D physics engine to good use, so in this chapter you’ll be making an actual pinball game. Pinball tables are all about using our physical world and turning that into a fun experience. With a physics engine, however, you’re not just limited to real-world physics.
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