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Rapid game development using Cocos2d-JS : an end-to-end guide to 2D game development using JavaScript / (Record no. 13359)

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
Holdings
Permanent Location Date acquired Collection code Koha item type Lost status Shelving location Current Location Withdrawn status Full call number
Cagayan State University - Carig Library2018-03-02E-BooksElectronic Books E-Resource SectionCagayan State University - Carig Library 004

Cagayan State University University Library, Carig Campus
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