Cocos2d-x advanced development Tutorial: Make your own fishing Talents

Source: Internet
Author: User
"Cocos2d-x advanced development Tutorial: Make your own" Fishing talents "" Basic Information Author: Firebird Network Technology series name: Turing original press: People Post and Telecommunications Press ISBN: 9787115317964 mounting time: may 2013 publication date: 16 open pages: 1: 1-1 category: computer> Software and programming> mobile development> other mobile development technology more about "Cocos2d-x advanced development Tutorial: make your own "Fishing talents" content Introduction computer books "cocos2d-x advanced development Tutorial: Make your own [fishing talents]" to "Fishing talents" game as a case, the functions and features of cocos2d-x and the basic idea of game development are systematically explained, including the establishment of the game framework, the use of basic game elements, actions, music and sound effects, physical engines, advanced development skills, game optimization policies, and network programming. In addition, this book carefully selects the engine's scheduling system, action system, input event processing and underlying drawing principles, and analyzes them layer by layer, the engine architecture and internal implementation mechanism are clearly presented to readers. Whether you are a beginner in game development for the first time or a veteran with some experience, you can use this book to easily and effectively improve your level. Cocos2d-x is mobile cross-platform development of the most popular game engine, and this book is a very comprehensive, relatively 'grounded 'game development tutorial. The book brings together the hot mobile game "Fishing talents" development of practical experience, the author from the most basic content began to gradually introduce the cocos2d-x knowledge. In addition, the teaching resources in the book are authorized by the mobile game "Fishing talents". Readers can start learning from the first-class game development stage and learn valuable development experience. The contents of the cocos2d-x advanced development tutorial: create your own [fishing talents] Part 1 engine basics chapter 1st Hello cocos2d-x 21.1 engine introduction 21.2 build development environment 31.3 Hello World 51.4 Hello world analysis 61.5 test sample introduction 101.6 summary 11 chapter 2nd before the game starts, 122.1 basic concepts 122.1.1 scenario and process control 122.1.2 layer 132.1.3 genie 142.1.4 node and rendering tree 142.1.5 action and animation 162.2 cocos2d-x code style 162.2.1 namespace and class name 162.2.2 constructor and initialization 172.2.3 selector 18.2.2.4 properties 192.2.5 single case 202.3 C ++ cocos2d-x memory management 212.3.1 complex memory management 212.3.2 existing smart Memory Management Technology 212.3.3 cocos2d-x Memory Management Mechanism 222.3.4 factory method 252.3.5 about object transfer value 262.3.6 release: release () or autorelease ()? 262.3.7 container 272.3.8 related auxiliary macros 282.3.9 cocos2d-x memory management principles 282.4 lifecycle analysis 292.5 summary 31 Chapter 31 basic elements of the game 3rd ccdirector: Large manager 323.1 ccscene: Scenario 323.2 cclayer: layer 333.3 ccsprite: sprite 353.4.1 texture 353.4.2 create sprite 353.4.3 set sprite attributes 363.4.4 add sprite 363.4.5 common member 383.5 ccnode and coordinate system 393.5.1 coordinate system and drawing attributes 403.5.2 node organization 433.5.3 timer event 443.5.4 other events 463.6 cocos2d-x built-in common layer 463.7 cocos2d-x Scheduling Principle 493.7.1 game main cycle 503.7.2 timer scheduler 533.8 summary 58 chapter action 4th basic concepts 604.1 instantaneous action 604.2 continuous action 624.3.1 position change action 634.3.2 attribute change action 644.3.3 visual effects action 654.3.4 control action 654.4 composite action 664.5 variable speed action 684.6 make fish move up 704.7 create custom action 744.7.1 a little simple physical knowledge 744.7.2 create custom action 754.8 make the action smoother and smoother 774.9 cocos2d-x action principle 794.9.1 adjust class structure 794.9.2 Action Update 804.9.3 ccactionmanager working principle 814.10 summary 83 chapter 5th animation and scene effects 845.1 animation 845.1.1 overview 845.1.2 use animation 855.2 scene effects 865.3 summary 87 chapter 6th music and sound effects 886.1 use sound engine 886.2 support format 896.3 play music and sound effects 896.3.1 pre-load 896.3.2 play and stop 906.3.3 pause and resume play 906.3.4 other members 916.4 summary 92 chapter 7th user input 937.1 touch Input 937.1.1 use cclayer to respond to touch events 937.1.2 two kinds of cocos2d-x touch events 947.2 touch distributor principles 977.3 touch traps 1007.4 use touch events 1007.4.1 enable the turret to move up 1007.4.2 recognize simple gestures 1037.5 accelerometer 1057.6 text input 1077.7 summary 110 second part engine advanced chapter 8th particle effects 1148.1 Particle System in cocos2d-x 1148.2 particle effects editor 1178.2.1 interface introduction 1178.2.2 making flame effects 1218.3 summary 124 chapter 9th large map 1259.1 tile map 1259.2 editor 1269.2.1 tiled map editor introduction 1269.2.2 create underwater world 1279.3 import game 1319.4 implement sense of memory 1329.5 predefined attributes 1359.6 summary 135 Chapter 10th cocos2d-x drawing principle and optimization 13610.1 OpenGL basics 13610.1.1 OpenGL introduction 13610.1.2 plot 14010.1.3 matrix and transformation 14310.2 cocos2d-x Rendering Principle 14510.2.1 sprite rendering 14510.2.2 rendering tree rendering 14710.2.3 Coordinate Transformation 15010.3 texturepacker and optimization 15210.3.1 drawing bottleneck 15210.3.2 fragment compression and sprite frame 15310.3.3 batch rendering 15410.3.4 color depth optimization 15610.4 summary 157 chapter 2 OpenGL plotting techniques 11th custom plotting 15911.1 mask layer 15911.2 data exchange 16111.3 programmable pipeline 16811.4.1 programmable shader 16811.4.2 ccglprogram 16811.4.3 variable transfer 16411.4 waterprint effects 17011.5.1 shader program 17111.5.2 shadernode class 17211.5.3 uniform variable prepare 17411.5.4 plot 17511.5.5 add to scenario 17611.6 ccgrid3d 17711.7 re-discuss efficiency 17811.8 summary 179 chapter 12th physical engine 18012.1 new super weapon 18012.2 box2d engine introduction 18112.3 access box2d 18112.4 Update Status 18412.5 debug drawing 18612.6 Collision Detection 18712.7 ejection 18912.8 precise collision 19012.9 summary 191 third part game development advanced chapter 13th data persistence 19413.1 ccuserdefault 19413.2 formatting storage 19413.3 local file storage 19613.4 XML and JSON 19613.5 encryption and decryption 20013.6 SQLite 20113.7 Summary 205 14th chapter network 20614.1 network transmission architecture 20614.2 curl 20614.3 simple transmission 20714.4 non-blocking transmission 20914.5 user record 21114.6 multiplayer combat and synchronization problems 21114.6.1 time synchronization 21214.6.2 fish synchronous 21214.7 verification 213

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