AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
| AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
| Autore | Schroeder Jayme |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (380 p.) |
| Disciplina | 005.268 |
| Altri autori (Persone) | BroylesBrian |
| Soggetto topico |
Application software - Development
Open source software Mobile games |
| Soggetto genere / forma | Electronic books. |
| ISBN |
1-84951-899-8
1-283-97089-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes Applying a sprite-based shadow |
| Record Nr. | UNINA-9910453102803321 |
Schroeder Jayme
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
| AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
| Autore | Schroeder Jayme |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (380 p.) |
| Disciplina | 005.268 |
| Altri autori (Persone) | BroylesBrian |
| Soggetto topico |
Application software - Development
Open source software Mobile games |
| ISBN |
1-84951-899-8
1-283-97089-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes Applying a sprite-based shadow |
| Record Nr. | UNINA-9910779586903321 |
Schroeder Jayme
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
| AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
| Autore | Schroeder Jayme |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
| Descrizione fisica | 1 online resource (380 p.) |
| Disciplina | 005.268 |
| Altri autori (Persone) | BroylesBrian |
| Soggetto topico |
Application software - Development
Open source software Mobile games |
| ISBN |
9781849518994
1849518998 9781283970891 1283970899 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes Applying a sprite-based shadow |
| Record Nr. | UNINA-9910969912603321 |
Schroeder Jayme
|
||
| Birmingham, : Packt Pub., 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Angry Birds 2 Guia de Jogo
| Angry Birds 2 Guia de Jogo |
| Autore | Entertainment Hiddenstuff |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | TBD : , : Babelcube Inc, , 2016 |
| Descrizione fisica | 1 online resource (213 p.) |
| Altri autori (Persone) | de Jesus Magalhães SantosGerlon |
| Soggetto topico |
Angry Birds (Game)
Mobile games |
| ISBN | 1-5071-5538-7 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | por |
| Record Nr. | UNINA-9910155640603321 |
Entertainment Hiddenstuff
|
||
| TBD : , : Babelcube Inc, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Angry Birds Fight! Guia Não Oficial, Dicas, Truques e Segredos Do Jogo
| Angry Birds Fight! Guia Não Oficial, Dicas, Truques e Segredos Do Jogo |
| Autore | Abbott Joshua |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld : , : Babelcube Inc, , 2016 |
| Descrizione fisica | 1 online resource (1000 p.) |
| Altri autori (Persone) | HenningHenrique |
| Soggetto topico |
Video games
Mobile games |
| ISBN | 1-5071-5424-0 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | por |
| Record Nr. | UNINA-9910155472103321 |
Abbott Joshua
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||
| Bielefeld : , : Babelcube Inc, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Angry Birds Fight! Guía Paso a Paso No Oficial, Tips, Trucos, y Secretos Del Juego
| Angry Birds Fight! Guía Paso a Paso No Oficial, Tips, Trucos, y Secretos Del Juego |
| Autore | Abbott Joshua |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld : , : Babelcube Inc, , 2016 |
| Descrizione fisica | 1 online resource (1000 p.) |
| Disciplina | 794.8 |
| Altri autori (Persone) | Castro HernándezEmmanuel |
| Soggetto topico |
Angry Birds (Game)
Mobile games |
| ISBN | 1-5071-5421-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | spa |
| Nota di contenuto | Página de Titulo -- Página de Copyright -- Angry Birds Fight! Guía Paso a Paso no Oficial, Tips, Trucos, y Secretos del Juego -- ¡Angry Birds Fight! Guía Paso a Paso no Oficial, Tips, Trucos, y Secretos del Juego | Derechos de Autor 2016 por TheYuw | Tercera Edición, Notas de Autorización -- Índice -- Preámbulo -- Cómo instalar el juego para Kindle -- How to Install the Game for the iPad/iPhone -- Cómo instalar el Juego para Dispositivos Android -- Cómo instalarlo para Windows Phone -- Cómo instalarlo para Windows 8 -- How to Install for Blackberry -- Cómo Instalarlo para Nook -- Cómo instalar el juego en tu PC -- Introducción -- Comienzo -- Estrategias y Tips -- Códigos de pájaros -- Cine -- Estrategias Avanzadas -- Guías de videos paso a paso -- Consejos Rápidos -- Conclusión -- Bonus Gratis para Nuestros Lectores -- CLIC AQUÍ PARA OBTENER TU BONUS GRATIS |
| Record Nr. | UNINA-9910155472403321 |
Abbott Joshua
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||
| Bielefeld : , : Babelcube Inc, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
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Asphalt 8 Airborne Wiki, Trucos, Armeria, Descarga De La Guia No Oficial
| Asphalt 8 Airborne Wiki, Trucos, Armeria, Descarga De La Guia No Oficial |
| Pubbl/distr/stampa | HSE Games |
| Descrizione fisica | 1 online resource (1000 p.) |
| Altri autori (Persone) |
AbbottJosh
HernandezEmmanuel Castro |
| Soggetto topico |
Mobile games
Video games |
| ISBN | 1-5071-5194-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910155474403321 |
| HSE Games | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Clash of Clans Spielführer
| Clash of Clans Spielführer |
| Autore | Abbott Joshua |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld : , : Babelcube Inc, , 2016 |
| Descrizione fisica | 1 online resource (62 p.) |
| Disciplina | 794.8 |
| Altri autori (Persone) | SchalzSabrina |
| Soggetto topico |
Mobile games
Free-to-play games |
| ISBN | 1-5071-5335-X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | ger |
| Record Nr. | UNINA-9910156438703321 |
Abbott Joshua
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||
| Bielefeld : , : Babelcube Inc, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Color Switch Juego en línea la Guía No Oficial
| Color Switch Juego en línea la Guía No Oficial |
| Autore | Yuw The |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld : , : THE YUW, , 2016 |
| Descrizione fisica | 1 online resource (1000 p.) |
| Altri autori (Persone) | ABAD ROMERODafne |
| Soggetto topico |
Video games
Mobile games |
| ISBN | 1-5071-5341-4 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | spa |
| Record Nr. | UNINA-9910155470703321 |
Yuw The
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| Bielefeld : , : THE YUW, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
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Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
| Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez |
| Autore | Fernandez Michelle M |
| Pubbl/distr/stampa | Olton, Birmingham [England], : Packt Pub., 2012 |
| Descrizione fisica | 1 online resource (408 p.) |
| Disciplina |
794.8/1526
794.81 |
| Collana | Learn by doing : less theory, more results |
| Soggetto topico | Mobile games |
| Soggetto genere / forma | Electronic books. |
| ISBN |
1-280-68647-2
9786613663412 1-84969-189-4 |
| 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: Getting Started With Corona SDK; Downloading and installing Corona; Time for action - setting up and activating Corona on Mac OS X; Time for action - setting up and activating Corona on Windows; Using the simulator on Mac and Windows; Time for action - viewing a sample project in the simulator; Choosing a text editor; Developing on devices; Time for action - downloading and installing Xcode; Time for action - creating a Hello World application in two lines of code
Time for action - modifying our applicationTime for action - applying a new font name to your application; Testing our application on an iOS device; Time for action - obtaining the iOS developer certificate; Adding iOS devices; Xcode; iTunes; Time for action - adding/registering your iOS device; Time for action - creating an App ID; Provisioning Profiles; Time for action - creating a Provisioning Profile; Application icon; Creating the Hello World build for iOS; Time for action - creating an iOS build; Time for action - loading an app on your iOS device Testing our application on an Android deviceCreating the Hello World build for Android; Time for action - creating an Android build; Time for action - loading an app on your Android device; Summary; Chapter 2: Lua Crash Course and the Corona Framework; Lua to the rescue; Valuable variables; Global variables; Local variables; Table fields (properties); Assignment conventions; Types of values; Time for action - printing values using blocks; Expressions; Arithmetic operators; Relational operators; Logical operators; Concatenation; Length operator; Precedence; Strings; Quoting strings Time for action - getting our hands full of stringsTables; Passing a table as an array; Altering contents in a table; Populating a table; Objects; Display objects; Display properties; Object methods; Images; Loading an image; Image autoscaling; Time for action - placing images on screen; Runtime configuration; Dynamic content scaling; Dynamic content alignment; Dynamic image resolution; Frame rate control and anti-aliasing; Time for action - scaling display objects on multiple devices; Dynamic resolution images; Time for some shapes; Applying stroke width, fill color, and stroke color Text, text, textApplying color and string value; Functions; Defining a function; More display functions; Content size properties; Optimizing your workflow; Using memory efficiently; Optimizing your display images; Summary; Chapter 3: Building our First Game: Breakout; Breakout-bringing back old-school gaming; Understanding Corona physics API; Setting up the physics world; Starting, pausing, and stopping physics; physics.setGravity; physics.getGravity; Tilt-based gravity; physics.setScale; physics.setDrawMode; physics.setPositionIterations; physics.setVelocityIterations Configuring the application |
| Record Nr. | UNINA-9910461766503321 |
Fernandez Michelle M
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| Olton, Birmingham [England], : Packt Pub., 2012 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||