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1. |
Record Nr. |
UNINA9910788047603321 |
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Autore |
Trengrove Ben |
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Titolo |
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove |
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Pubbl/distr/stampa |
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Birmingham, England : , : Packt Publishing, , 2015 |
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©2015 |
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ISBN |
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Descrizione fisica |
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1 online resource (136 p.) |
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Collana |
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Community Experience Distilled |
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Disciplina |
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Soggetti |
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Video games - Design |
Mobile games - Programming |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites |
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components |
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our |
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character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary |
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index |
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Sommario/riassunto |
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If you are a game developer with experience in Objective-C and are interested in creating games for iOS or Android, this is the book for you. It will help you to quickly get started with Cocos2D and guide you through the process of creating a game, giving you the essential skills and knowledge you need to do so. |
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2. |
Record Nr. |
UNINA9910557608203321 |
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Autore |
Schmalz Holger |
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Titolo |
Block Copolymers with Crystallizable Blocks: Synthesis, Self-Assembly and Applications |
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Pubbl/distr/stampa |
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Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
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Descrizione fisica |
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1 online resource (200 p.) |
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Soggetti |
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Technology: general issues |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Sommario/riassunto |
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Block copolymers with crystallizable blocks have moved into the focus of current research, owing to their unique self-assembly behaviour and properties. New synthetic concepts give, for example, even access to |
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tetrablock copolymers with four crystalline blocks, bio-based thermoplastic elastomers (e.g., based on ABA triblock copolymers with poly(L-lactide) (PLLA) hard segments), and allow new, exciting insights into the interplay of microphase separation and crystallization in controlling self-assembly in bulk (confined vs. break-out crystallization).Concerning self-assembly in solution, crystallization-driven self-assembly (CDSA) paved the way to a myriad of crystalline-core micellar structures and hierarchical superstructures that were not accessible before via self-assembly of fully amorphous block copolymers. This allows for the production of cylindrical micelles with defined lengths, length distribution, and corona chemistries (block type or patchy corona), as well as branched micelles and fascinating micellar superstructures (e.g., 2D lenticular platelets, scarf-shaped micelles, multidimensional micellar assemblies, and cross and "windmill"-like supermicelles).This Special Issue brings together new developments in the synthesis and self-assembly of block copolymers with crystallizable blocks and also addresses emerging applications for these exciting materials. It includes two reviews on CDSA and eight contributions spanning from membranes for gas separation to self-assembly in bulk and solution. |
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