Cocos2d-x Game Development Blueprints

Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x
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Cocos2d-x Game Development Blueprints

Karan Sequeira

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Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Book Details

ISBN 139781783985265
Paperback392 pages

Book Description

Packed with comprehensive projects, this book takes a detailed look at a few of the industry's most popular games. This book will show you how to use Cocos2d-x to build games using its core components. You will learn how to incorporate game physics, and import custom models and animations. Next, you will see how to include effects such as particles and sounds. With a brief introduction to the upcoming HTML5 platform using Cocos2d-html5, the book goes on to tackle the many different concepts that comprise game development today. You will learn how to build worlds with meshes, a terrain, user interaction, physics, and more. You will start by developing a puzzle game, and then progress on to games that are increasingly complex. Along the way, you'll learn how to build gaming favorites similar to games such as Flappy Bird, Tilt to Live, Jumpy Clown, Angry Birds, and Tower Defense.

Table of Contents

Chapter 1: A Colorful Start
An overview of ColourSmash
Setting up the environment for Cocos2d-html5
Creating a project in Cocos2d-html5
Getting acquainted with the project structure
Creating the first scene – the main menu
Moving on to the game world
Summary
Chapter 2: How to Fly a Dragon!
Getting to know sprite sheets
Creating a lively menu screen
Creating a fairy tale
Setting things into motion
On to the game world
Saving a high score using LocalStorage
Let's make some HTML5 noise
Summary
Chapter 3: Not Just a Space Game
An overview of SpaceCraze
Creating a project
Defining the global variables of the game
Creating your own Sprite
On to the game world...
Summary
Chapter 4: Back to the Drawing Board
An introduction to Inverse Universe
The CCDrawNode class
Figuring out the geometry
Defining the elements of Inverse Universe
Creating the game
The update loop
Adding tilt controls
Moving the player
Adding progression and difficulty levels
Summary
Chapter 5: Let's Get Physical!
An overview of Jumpy Clown
The basics of Box2D
Creating the world
Using debug draw
Stepping into the world
Creating the GameObject class
Creating the walls
Creating the base
Creating the clown
Defining the clown's state machine
Creating the platform
Adding and removing platforms
Adding the controls
Listening for collisions
The Collectible class
Creating and reusing collectibles
The update loop
Summary
Chapter 6: Creativity with Textures
An introduction to Penguins Can Fly
The Terrain class
The Penguin class
On to the game world
Summary
Chapter 7: Old is Gold!
An introduction to Iceman
What is a tile-based game?
What is the Tiled Map Editor?
Tile-based collision detection
The GameObject class
The Hero class
The Enemy class
Collisions with moving platforms and enemies
Summary
Chapter 8: Box2D Meets RUBE
An introduction to Angry Fish
A brief introduction to RUBE
Creating a level with RUBE
Generating a world using data exported from RUBE
Defining the fish
Creating and spawning the fish
Creating a mouse joint
Summary
Chapter 9: The Two Towers
Introduction to Pumpkin Defense
Defining the properties of the tower
Defining the properties of the enemy
Defining the XML file for a level
Designing the level in Tiled
The Tower class
The Lightning class
The Enemy class
Spawning waves of enemies
The GestureLayer class
Spawning the towers
Fast forwarding the gameplay
Summary
Chapter 10: Cross-platform Building
Setting up the environment for Android
Building Pumpkin Defense on Android
Creating an Android Virtual Device
Running Pumpkin Defense on Android
Setting up the environment for Windows Phone 8
Building Pumpkin Defense on Windows Phone 8
What to do next?
Summary

What You Will Learn

  • Take advantage of the open source nature of Cocos2d-x by extending the engine to customize and add your own features to it
  • Design games with level-based and time-based difficulty progression, which are very addictive and keeps users engaged
  • Maximize user interaction by implementing intuitive gestures and tilt controls
  • Implement advanced physics engine features such as PreSolve and PostSolve events
  • Add realism to your game by using a touch event, and use it to control a game
  • Implement circle-to-circle collision detection in your games
  • Build the same project on multiple platforms, such as Android and Windows, effortlessly

Authors

Table of Contents

Chapter 1: A Colorful Start
An overview of ColourSmash
Setting up the environment for Cocos2d-html5
Creating a project in Cocos2d-html5
Getting acquainted with the project structure
Creating the first scene – the main menu
Moving on to the game world
Summary
Chapter 2: How to Fly a Dragon!
Getting to know sprite sheets
Creating a lively menu screen
Creating a fairy tale
Setting things into motion
On to the game world
Saving a high score using LocalStorage
Let's make some HTML5 noise
Summary
Chapter 3: Not Just a Space Game
An overview of SpaceCraze
Creating a project
Defining the global variables of the game
Creating your own Sprite
On to the game world...
Summary
Chapter 4: Back to the Drawing Board
An introduction to Inverse Universe
The CCDrawNode class
Figuring out the geometry
Defining the elements of Inverse Universe
Creating the game
The update loop
Adding tilt controls
Moving the player
Adding progression and difficulty levels
Summary
Chapter 5: Let's Get Physical!
An overview of Jumpy Clown
The basics of Box2D
Creating the world
Using debug draw
Stepping into the world
Creating the GameObject class
Creating the walls
Creating the base
Creating the clown
Defining the clown's state machine
Creating the platform
Adding and removing platforms
Adding the controls
Listening for collisions
The Collectible class
Creating and reusing collectibles
The update loop
Summary
Chapter 6: Creativity with Textures
An introduction to Penguins Can Fly
The Terrain class
The Penguin class
On to the game world
Summary
Chapter 7: Old is Gold!
An introduction to Iceman
What is a tile-based game?
What is the Tiled Map Editor?
Tile-based collision detection
The GameObject class
The Hero class
The Enemy class
Collisions with moving platforms and enemies
Summary
Chapter 8: Box2D Meets RUBE
An introduction to Angry Fish
A brief introduction to RUBE
Creating a level with RUBE
Generating a world using data exported from RUBE
Defining the fish
Creating and spawning the fish
Creating a mouse joint
Summary
Chapter 9: The Two Towers
Introduction to Pumpkin Defense
Defining the properties of the tower
Defining the properties of the enemy
Defining the XML file for a level
Designing the level in Tiled
The Tower class
The Lightning class
The Enemy class
Spawning waves of enemies
The GestureLayer class
Spawning the towers
Fast forwarding the gameplay
Summary
Chapter 10: Cross-platform Building
Setting up the environment for Android
Building Pumpkin Defense on Android
Creating an Android Virtual Device
Running Pumpkin Defense on Android
Setting up the environment for Windows Phone 8
Building Pumpkin Defense on Windows Phone 8
What to do next?
Summary

Book Details

ISBN 139781783985265
Paperback392 pages
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