000 -LEADER |
fixed length control field |
04767cam a2200277Ii 4500 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
ISBN |
9781484225530 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
ISBN |
1484225538 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
004 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8151 |
100 1# - MAIN ENTRY--AUTHOR NAME |
Personal name |
Kumar, Hemanth, |
245 10 - TITLE STATEMENT |
Title |
Rapid game development using Cocos2d-JS : an end-to-end guide to 2D game development using JavaScript / |
300 ## - PHYSICAL DESCRIPTION |
Number of Pages |
135 pages : |
Other physical details |
illustrations ; |
500 ## - GENERAL NOTE |
General note |
Incudes index. |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
At a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Chapter 1: Getting Started; 1.1 Introduction; 1.2 Environment Setup; 1.2.1 Python Installation; 1.2.2 Cocos Console Setup; 1.2.2.1 Steps; 1.3 Creating Your First App; 1.3.1 Folder Structure; 1.3.2 Structure of project.json; 1.3.3 Code; 1.4 Running "Hello World"; 1.5 Example for This Book; 1.5.1 Running the Code Examples; 1.5.1.1 Steps; 1.6 Native Deployment; 1.6.1 Android Setup; 1.6.1.1 Steps; 1.6.2 iOS Setup; Chapter 2: Architecture Overview; 2.1 Engine Architecture; 2.2 JSB |
505 8# - FORMATTED CONTENTS NOTE |
Formatted contents note |
2.3 Object Hierarchy2.4 Deploy Options; 2.4.1 Deploy as Hybrid App; 2.4.2 Deploy using Titanium; 2.4.3 Cocos Console; Chapter 3: A Deeper Look at Sprites; 3.1 Introduction; 3.2 Sprite Class; 3.3 Sprite with Single Image; 3.3.1 FPS Display; 3.3.1.1 Draw Call; 3.3.1.2 Delta time; 3.3.1.3 Frame rate; 3.4 Sprite with Sprite Sheet; 3.5 Sprite Frame Animation; 3.6 Sprite Frame Animation with PList Data; 3.7 TextureCache with Sprites; 3.8 SpriteFrameCache with Sprites; 3.9 Sprite Batching; 3.9.1 SpriteBatchNode; 3.10 Resolution Policies; 3.10.1 Terminology; 3.10.1.1 Frame; 3.10.1.2 Container |
505 8# - FORMATTED CONTENTS NOTE |
Formatted contents note |
3.10.1.3 Content3.10.1.4 Viewport; 3.10.1.5 Letter Boxing; 3.10.1.6 Pillar Boxing; 3.10.2 Pre-defined Resolution Policies; 3.10.2.1 SHOW_ALL; 3.10.2.2 NO_BORDER; 3.10.2.3 EXACT_FIT; 3.10.2.4 FIXED_WIDTH; 3.10.2.5 FIXED_HEIGHT; 3.10.3 How to Use; 3.10.4 Custom Resolution Policies; 3.10.5 Pre-defined Container Strategies; 3.10.6 Pre-defined Content Strategies; 3.10.7 For a Custom Container Strategy; 3.10.8 For Custom Content Strategy; Chapter 4: Handling Inputs and Events; 4.1 Introduction; 4.1.1 Event Trigger; 4.1.2 Event Manager; 4.1.3 Event Listeners; 4.2 Touch Events; 4.2.1 Single Touch |
505 8# - FORMATTED CONTENTS NOTE |
Formatted contents note |
4.2.2 Multi-Touch4.3 Mouse Events; 4.4 Keyboard Events; 4.5 Accelerometer Events; 4.6 Custom Events; Chapter 5: Adding a GUI; 5.1 Introduction; 5.2 Labels; 5.2.1 Label with True Type Font; 5.2.2 Label with Bitmap Font; 5.2.3 Example; 5.3 Menu and MenuItem; 5.3.1 MenuItemLabel; 5.3.2 MenuItemImage; 5.3.3 Example; 5.4 Other GUI Elements; Chapter 6: Fun with Animation; 6.1 Introduction; 6.2 Actions; 6.2.1 By and To actions; 6.3 Available Actions List; 6.3.1 Move; 6.3.2 Jump; 6.3.3 Rotation; 6.3.4 Scale; 6.3.5 Skew; 6.3.6 Tint; 6.3.7 Bezier; 6.3.8 Cardinal Spline; 6.4 Easing; 6.5 Sequence |
505 8# - FORMATTED CONTENTS NOTE |
Formatted contents note |
6.5.1 Reversing Sequence6.5.2 Repeating Sequence; 6.5.3 Action End Callback; 6.6 Spawn; 6.7 Stopping an Action; 6.8 Sprite Frame Animation; 6.9 Schedulers and Update; Chapter 7: Adding Physics to Your Game; 7.1 Introduction; 7.2 Chipmunk Overview; 7.3 Chipmunk Space; 7.4 Chipmunk Body; 7.5 Chipmunk StaticBody; 7.6 Physics Debug Node; 7.7 Collision Detection; 7.8 Putting It All Together; 7.9 Joints; 7.9.1 Pin Joint; 7.9.2 Slide Joint; 7.9.3 Pivot Joint; 7.9.4 Groove Joint; 7.9.5 Damped Spring; 7.9.6 Damped Rotary Spring; 7.9.7 Rotary Limit Joint; 7.9.8 Simple Motor; 7.9.9 Gear Joint |
520 ## - SUMMARY, ETC. |
Summary, etc |
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. You will: 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 . |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical Term |
Electronic games -- Programming. |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Rahman, Abdul, |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
http://rave.ohiolink.edu/ebooks/ebc/9781484225530 |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
http://link.springer.com/10.1007/978-1-4842-2553-0 |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
http://proxy.ohiolink.edu:9099/login?url=http://link.springer.com/10.1007/978-1-4842-2553-0 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
Electronic Books |