Cocos2D-X Game Development Technology

Source: Internet
Author: User
Author: Liu jianzhuo Press: People Post and Telecommunications Press ISBN: 9787115314840 shelving time: May 2013 Published Date: Open Book: 16 open page: 420 version: 1-1 category: computer> Software and program design> mobile development> other mobile development technology more about "Cocos2D-X game development technology" content Introduction computer books cocos2d-x is a support for multiple platforms 2D mobile game engine, supports iOS, Android, BlackBerry, and many other platforms. At present, many mobile platform popular games are developed based on cocos2d-x. The cocos2d-x game development technology in detail describes how to use the cocos2d-x engine to develop their own mobile platform game. The book consists of 15 chapters, the main content includes: cocos2d-x engine introduction; how to establish a cross-platform development environment; engine core module-rendering framework; how to achieve dynamic pictures and user interaction; two-dimensional game background implementation method and technology; box2d physical engine; how to master the sound engine usage; cocos2d-x engine file operation module and memory management mechanism; a variety of particle effects; how to master the ability to use Lua scripts to make the game, cocos2d-html5 engine version, engine additional features and so on. Finally, the cocos2d-x game development technology and the readers look forward to the future of cocos2d-x engine. As an authoritative guide to cocos2d-x, this book gets advice and guidance from cocos2d-x engine developers. This book is suitable for cocos2d-x and interested in learning and engaged in mobile platform game development readers reading reference. Contents of the cocos2d-x game development technology essence chapter 1st cocos2d-x engine introduction 11.1 what is the game engine 11.1.1 game core-engine 11.1.2 Engine Features 21.1.3 well-known engine introduction 41.1.4 engine classification 51.2 cocos2d-x Engine source 81.3 engine version 91.4 download and install 101.5 engine composition 131.6 Technical Documentation 151.7 successful game 171.8 cocos2d-x engine system 181.9 cocos2d-x engine copyright statement 191.10 chapter summary 20 Chapter 2nd cocos2d-x Engine development Environment 212.1 cross-platform development 212.2 build development environment 232.2.1 PC development environment 23.2.2.2 Android Development Environment 262.2.3 iOS development environment 352.3 hybrid compilation 382.3.1 mixed compilation of Java and C ++ 382.3.2 objective- C and C ++ Hybrid compilation 412.4 engine start point 422.4.1 application entry 432.4.2 engine application entry 442.5 rich sample program 462.5.1 testcpp sample project 462.5.2 script sample project 472.5.3 moonwarriors sample project 472.6 summary chapter 48 Chapter 3rd engine core-rendering framework 493.1 basic framework 503.1.1 engine location 503.1.2 source seed 513.1.3 subclass structure 573.2 rendering framework 573.2.1 Framework Structure 583.2.2 Camera class (cccamera) 593.2.3 director class (ccdirector) 593.2.4 scenario class (ccscene) 623.2.5 layer class (cclayer) 643.2.6 sprite class (ccsprite) 683.2.7 Genie set class (ccspritebatchnode) 723.2.8 sprite frame buffering AChE) 743.2.9 zwoptex texture editor 763.3 text and font 803.3.1 TTF type label (cclabelttf) 813.3.2 bmfont label class (cclabelbmfont) 843.3.3 Atlas label class (cclabelatlas) 873.4 menu button 893.5 ing drawprimitives 943.6 cocosbuilder editor 953.6.1 application in the cocosbuilder User Guide 953.6.2 engine 973.7 chapter summary 98 chapter 4th action functions 1004.1 overview 1004.2 action base class 1014.2.1 inheritance of action class 1024.2.2 action Base member functions of the ccaction class 1024.2.3 class ccnode the action-related function 1044.3 time action 1054.3.1 instant action 1054.3.2 continuous action 1094.4 combination action class 116 4.4.1 sequence class (ccsequence) ipv4.4.2 synchronous sequence class (ccspawn) 1184.4.3 repeated sequence class (ccrepeat & ccrepeatforever) 1194.5 Variable Speed class (cceaseaction) 1204.5.1 cceasein, cceaseout and cceaseinout 1224.5.2 easesinein, easesineout and easesineinout 1244.5.3 large, small and medium 1244.5.4 small, medium and small memory connections, ccbounceout and small memory connections Easeelasticout and latency 1254.6 speed class (ccspeed) 1254.7 latency class (ccdelay) 1274.8 follow category (ccfollow) 1284.9 extended category 1294.9.1 overview 1294.9.2 flip action (latency) 1304.9.3 ripple action (ccwaves3d) 1304.9.4 lattice aggregate class (ccgridaction) 1314.10 example of the spritex strawberry editor 1384.11.4 motionwelder animation editor 1364.11 example of the animated frames 1334.10.2 animated frames buffer 1344.10.3 animated 1354.10.4 animated motion 1394.12 animated animation editor 1364.11.1 Overview Preface 1414.13 summary of this Chapter 143 chapter 5th user interaction 1475.1 overview 1475.2 player interaction information 1495.3 processing of touch operations 1495.4 receiving operations 1535.5 distribution mechanisms 1545.6 processing responses 1575.7 multi-point touch 1595.8 response functions of the accelerator 1615.9 summary of this Chapter 162 chapter 6th game background 1646.1 overview of 2D game background types 1646.2 brick map tile map 1646.3 brick map editor 1686.4.1 map editor overview 1686.4.2 tile map editor (brick map editor) 1696.4.3 create a game map attribute function in the 1716.4.4 editor 1736.5 map data format 1756.5.1 file exported by the editor 1756.5.2 Map File Analysis 1766.6 Implementation of brick map 1786.6.1 cctmxtiledmap 17 96.6.2 map layer class cctmxlayer 1816.6.3 map object Layer cctmxobjectgroup 1836.7 example project 1846.8 background rolling and role movement 1866.9 multi-layer background rolling effect 1886.10 summary of this chapter 190 chapter 7th Physical Simulation and Collision Detection 1927.1 overview 1927.2 games collision Detection 1937.3 method of collision detection 1947.3.1 application of plane ry in Collision Detection 1947.3.2 surrounded box 1977.3.3 AABB Collision Detection Technology 1987.4 basic physical knowledge 1997.5 hello! Box2d! 2017.5.1 overview 2017.5.2 physical world 2027.5.3 basic knowledge of two worlds in game 2027.6 box2d 2037.6.1 overview 2047.6.2 concept definition Definition 2047.6.3 physical engine module 2057.7 engine kernel 2057.7.1 basic configuration 2067.7.2 Memory Management Mechanism workshop mode 2087.7.4 data 2087.7.5 user data 2097.8 physical world 2107.8.1 create and destroy a world 2107.8.2 let the world run 2117.8.3 explore the world 2127.8.4 AABB query 2137.8.5 Ray casts) 2147.9 shapes 2167.9.1 impact module 2167.9.2 Effect of shape 2167.9.3 circular (circle shapes) polygon (b2polygonshape) 2177.10 framework fixtures 2187.10.1 dynamic module 2197.10.2 framework (fixtures) density (density) 2197.10.4 friction (friction) 2207.10.5 restoration (restitution) 2207.10.6 filtering (filtering) 2207.10.7 sensor (sensors) 2217.11 object bodies 2227.11.1 object defines position and angle (position and angle) 2237.11.3 damping 2237.11.4 sleep parameters 2247.11.5 fixed rotation 2247.11.6 bullet (bullets) 2247.11.7 activation 2257.11.8 user data) 2267.12 joint definition (joints) 2267.12.1 joint attributes 2277.12.3 distance joint (distance joint) 2287.12.4 revolute joint 2297.12.5 moving joint (Prismatic Joint) 2307.12.6 pulley joint 2317.12.7 gear joint 2327.12.8 mouse joint 2347.12.9 line joint 2357.12.10 weld joint (weld joint) 2357.13 contact (contants) 2357.13.1 overview 2367.13.2 contact class 2377.13.3 accessing contacts 2377.13.4 contact listener 2387.13.5 contact Filtering) 2407.14 sample project 2417.14.1 box2dtest sample project 2417.14.2 debug drawing debugdraw 2437.14.3 create genie 2447.15 246 8th chapter 2498.1 chapter 2498.2 game sounds 2508.3 overview 2508.4 music and sound effects 2528.5 sound format cococosdenshion sound module background music operation functions 2538.6 sound effects operation functions 2558.7 example programs 2568.8 summary of this Chapter 259

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