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Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Autore Muzykov Kirill
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (434 p.)
Disciplina 004.167
Collana Community Experience Distilled
Soggetto topico iPhone (Smartphone) - Programming
Mobile games - Design
Soggetto genere / forma Electronic books.
ISBN 1-78216-015-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action - downloading and installing Cocos2D; Creating a Hello World project
Time for action - creating a new project from a templateTesting your projects on a device and simulator; Time for action - running the project on the simulator; Modifying the project; Time for action - creating a new scene; Time for action - displaying the world; Time for action - displaying the welcome label; Reviewing Cocos2D distribution; Time for action - running tests; Summary; Chapter 3: Cocos2D - Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D
Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action - creating the Cocohunt Xcode project; Time for action - creating GameScene; Adding sprites to your game; Time for action - adding the background sprite; Time for action - adding the player character; Time for action - fixing z-order; Adding more sprites and moving them; Time for action - adding birds; Time for action - making the bird move
Understanding debug FPS labelsSpritesheets and animation; Time for action - creating a spritesheet; Time for action - modifying the game to use spritesheets; Time for action - animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action - handling touches; Time for action - aiming at the touch position; Time for action - shooting the arrow; Adding more birds to the GameScene class; Time for action - adding more birds; Time for action - detecting if the arrow hits the bird; Winning, losing, and other states
Time for action - using states for the bird's life cycleTime for action - animating the shooting and limiting the shooting rate; Time for action - winning or losing the game; Improving the gameplay; Time for action - limiting the aiming range; Time for action - alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way - CCLabelTTF; Time for action - adding labels; Time for action - updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action - creating a bitmap font using Glyph Designer
Using the bitmap font in the game
Record Nr. UNINA-9910464628403321
Muzykov Kirill  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Autore Muzykov Kirill
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (434 p.)
Disciplina 004.167
Collana Community Experience Distilled
Soggetto topico iPhone (Smartphone) - Programming
Mobile games - Design
ISBN 1-78216-015-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action - downloading and installing Cocos2D; Creating a Hello World project
Time for action - creating a new project from a templateTesting your projects on a device and simulator; Time for action - running the project on the simulator; Modifying the project; Time for action - creating a new scene; Time for action - displaying the world; Time for action - displaying the welcome label; Reviewing Cocos2D distribution; Time for action - running tests; Summary; Chapter 3: Cocos2D - Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D
Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action - creating the Cocohunt Xcode project; Time for action - creating GameScene; Adding sprites to your game; Time for action - adding the background sprite; Time for action - adding the player character; Time for action - fixing z-order; Adding more sprites and moving them; Time for action - adding birds; Time for action - making the bird move
Understanding debug FPS labelsSpritesheets and animation; Time for action - creating a spritesheet; Time for action - modifying the game to use spritesheets; Time for action - animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action - handling touches; Time for action - aiming at the touch position; Time for action - shooting the arrow; Adding more birds to the GameScene class; Time for action - adding more birds; Time for action - detecting if the arrow hits the bird; Winning, losing, and other states
Time for action - using states for the bird's life cycleTime for action - animating the shooting and limiting the shooting rate; Time for action - winning or losing the game; Improving the gameplay; Time for action - limiting the aiming range; Time for action - alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way - CCLabelTTF; Time for action - adding labels; Time for action - updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action - creating a bitmap font using Glyph Designer
Using the bitmap font in the game
Record Nr. UNINA-9910786676103321
Muzykov Kirill  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Learning iPhone game development with Cocos2D 3.0 : harness the pwer of Cocos 2D to create your own stunning and engaging games for iOS / / Kirill Muzykov ; cover image by Svetlana Muzykova
Autore Muzykov Kirill
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (434 p.)
Disciplina 004.167
Collana Community Experience Distilled
Soggetto topico iPhone (Smartphone) - Programming
Mobile games - Design
ISBN 1-78216-015-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: All About Cocos2D; Game engines; So what is a game engine?; So what is this all about?; Why Cocos2D?; Cocos2D is easy; Cocos2D is free; Cocos2D is popular; Cocos2D is open source; Want more?; Games created with Cocos2D; BADLAND; Feed Me Oil 2; Lep's World 2; Other games; Summary; Chapter 2: Hello Cocos2D; Starting with Xcode; Integrating Cocos2D with Xcode; Time for action - downloading and installing Cocos2D; Creating a Hello World project
Time for action - creating a new project from a templateTesting your projects on a device and simulator; Time for action - running the project on the simulator; Modifying the project; Time for action - creating a new scene; Time for action - displaying the world; Time for action - displaying the welcome label; Reviewing Cocos2D distribution; Time for action - running tests; Summary; Chapter 3: Cocos2D - Under the Hood; Reviewing Cocos2D; Have Cocos2D your way; Rendering on the screen and the birth of CCNode; Organizing the game with CCScene; Children of CCNode; Back to real Cocos2D
Cocos2D game life cycleReviewing the AppDelegate class; Cocos2D configuration options; Further life of the game; Reviewing the CCDirector class; Summary; Chapter 4: Rendering Sprites; Creating the game project; Time for action - creating the Cocohunt Xcode project; Time for action - creating GameScene; Adding sprites to your game; Time for action - adding the background sprite; Time for action - adding the player character; Time for action - fixing z-order; Adding more sprites and moving them; Time for action - adding birds; Time for action - making the bird move
Understanding debug FPS labelsSpritesheets and animation; Time for action - creating a spritesheet; Time for action - modifying the game to use spritesheets; Time for action - animating the birds; Summary; Chapter 5: Starting the Action; Making the hunter aim and shoot; Time for action - handling touches; Time for action - aiming at the touch position; Time for action - shooting the arrow; Adding more birds to the GameScene class; Time for action - adding more birds; Time for action - detecting if the arrow hits the bird; Winning, losing, and other states
Time for action - using states for the bird's life cycleTime for action - animating the shooting and limiting the shooting rate; Time for action - winning or losing the game; Improving the gameplay; Time for action - limiting the aiming range; Time for action - alternative control using a gyroscope; Summary; Chapter 6: Rendering Text; The easy way - CCLabelTTF; Time for action - adding labels; Time for action - updating labels; Using bitmap fonts for better performance; Choosing a bitmap font generator; Time for action - creating a bitmap font using Glyph Designer
Using the bitmap font in the game
Record Nr. UNINA-9910813579903321
Muzykov Kirill  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui