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Table of Contents
At a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Chapter 1: Getting Started; 1.1 Introduction; 1.2 Environment Setup; 1.2.1 Python Installation; 1.2.2 Cocos Console Setup; 1.2.2.1 Steps; 1.3 Creating Your First App; 1.3.1 Folder Structure; 1.3.2 Structure of project.json; 1.3.3 Code; 1.4 Running "Hello World"; 1.5 Example for This Book; 1.5.1 Running the Code Examples; 1.5.1.1 Steps; 1.6 Native Deployment; 1.6.1 Android Setup; 1.6.1.1 Steps; 1.6.2 iOS Setup; Chapter 2: Architecture Overview; 2.1 Engine Architecture; 2.2 JSB
2.3 Object Hierarchy2.4 Deploy Options; 2.4.1 Deploy as Hybrid App; 2.4.2 Deploy using Titanium; 2.4.3 Cocos Console; Chapter 3: A Deeper Look at Sprites; 3.1 Introduction; 3.2 Sprite Class; 3.3 Sprite with Single Image; 3.3.1 FPS Display; 3.3.1.1 Draw Call; 3.3.1.2 Delta time; 3.3.1.3 Frame rate; 3.4 Sprite with Sprite Sheet; 3.5 Sprite Frame Animation; 3.6 Sprite Frame Animation with PList Data; 3.7 TextureCache with Sprites; 3.8 SpriteFrameCache with Sprites; 3.9 Sprite Batching; 3.9.1 SpriteBatchNode; 3.10 Resolution Policies; 3.10.1 Terminology; 3.10.1.1 Frame; 3.10.1.2 Container
3.10.1.3 Content3.10.1.4 Viewport; 3.10.1.5 Letter Boxing; 3.10.1.6 Pillar Boxing; 3.10.2 Pre-defined Resolution Policies; 3.10.2.1 SHOW_ALL; 3.10.2.2 NO_BORDER; 3.10.2.3 EXACT_FIT; 3.10.2.4 FIXED_WIDTH; 3.10.2.5 FIXED_HEIGHT; 3.10.3 How to Use; 3.10.4 Custom Resolution Policies; 3.10.5 Pre-defined Container Strategies; 3.10.6 Pre-defined Content Strategies; 3.10.7 For a Custom Container Strategy; 3.10.8 For Custom Content Strategy; Chapter 4: Handling Inputs and Events; 4.1 Introduction; 4.1.1 Event Trigger; 4.1.2 Event Manager; 4.1.3 Event Listeners; 4.2 Touch Events; 4.2.1 Single Touch
4.2.2 Multi-Touch4.3 Mouse Events; 4.4 Keyboard Events; 4.5 Accelerometer Events; 4.6 Custom Events; Chapter 5: Adding a GUI; 5.1 Introduction; 5.2 Labels; 5.2.1 Label with True Type Font; 5.2.2 Label with Bitmap Font; 5.2.3 Example; 5.3 Menu and MenuItem; 5.3.1 MenuItemLabel; 5.3.2 MenuItemImage; 5.3.3 Example; 5.4 Other GUI Elements; Chapter 6: Fun with Animation; 6.1 Introduction; 6.2 Actions; 6.2.1 By and To actions; 6.3 Available Actions List; 6.3.1 Move; 6.3.2 Jump; 6.3.3 Rotation; 6.3.4 Scale; 6.3.5 Skew; 6.3.6 Tint; 6.3.7 Bezier; 6.3.8 Cardinal Spline; 6.4 Easing; 6.5 Sequence
6.5.1 Reversing Sequence6.5.2 Repeating Sequence; 6.5.3 Action End Callback; 6.6 Spawn; 6.7 Stopping an Action; 6.8 Sprite Frame Animation; 6.9 Schedulers and Update; Chapter 7: Adding Physics to Your Game; 7.1 Introduction; 7.2 Chipmunk Overview; 7.3 Chipmunk Space; 7.4 Chipmunk Body; 7.5 Chipmunk StaticBody; 7.6 Physics Debug Node; 7.7 Collision Detection; 7.8 Putting It All Together; 7.9 Joints; 7.9.1 Pin Joint; 7.9.2 Slide Joint; 7.9.3 Pivot Joint; 7.9.4 Groove Joint; 7.9.5 Damped Spring; 7.9.6 Damped Rotary Spring; 7.9.7 Rotary Limit Joint; 7.9.8 Simple Motor; 7.9.9 Gear Joint
2.3 Object Hierarchy2.4 Deploy Options; 2.4.1 Deploy as Hybrid App; 2.4.2 Deploy using Titanium; 2.4.3 Cocos Console; Chapter 3: A Deeper Look at Sprites; 3.1 Introduction; 3.2 Sprite Class; 3.3 Sprite with Single Image; 3.3.1 FPS Display; 3.3.1.1 Draw Call; 3.3.1.2 Delta time; 3.3.1.3 Frame rate; 3.4 Sprite with Sprite Sheet; 3.5 Sprite Frame Animation; 3.6 Sprite Frame Animation with PList Data; 3.7 TextureCache with Sprites; 3.8 SpriteFrameCache with Sprites; 3.9 Sprite Batching; 3.9.1 SpriteBatchNode; 3.10 Resolution Policies; 3.10.1 Terminology; 3.10.1.1 Frame; 3.10.1.2 Container
3.10.1.3 Content3.10.1.4 Viewport; 3.10.1.5 Letter Boxing; 3.10.1.6 Pillar Boxing; 3.10.2 Pre-defined Resolution Policies; 3.10.2.1 SHOW_ALL; 3.10.2.2 NO_BORDER; 3.10.2.3 EXACT_FIT; 3.10.2.4 FIXED_WIDTH; 3.10.2.5 FIXED_HEIGHT; 3.10.3 How to Use; 3.10.4 Custom Resolution Policies; 3.10.5 Pre-defined Container Strategies; 3.10.6 Pre-defined Content Strategies; 3.10.7 For a Custom Container Strategy; 3.10.8 For Custom Content Strategy; Chapter 4: Handling Inputs and Events; 4.1 Introduction; 4.1.1 Event Trigger; 4.1.2 Event Manager; 4.1.3 Event Listeners; 4.2 Touch Events; 4.2.1 Single Touch
4.2.2 Multi-Touch4.3 Mouse Events; 4.4 Keyboard Events; 4.5 Accelerometer Events; 4.6 Custom Events; Chapter 5: Adding a GUI; 5.1 Introduction; 5.2 Labels; 5.2.1 Label with True Type Font; 5.2.2 Label with Bitmap Font; 5.2.3 Example; 5.3 Menu and MenuItem; 5.3.1 MenuItemLabel; 5.3.2 MenuItemImage; 5.3.3 Example; 5.4 Other GUI Elements; Chapter 6: Fun with Animation; 6.1 Introduction; 6.2 Actions; 6.2.1 By and To actions; 6.3 Available Actions List; 6.3.1 Move; 6.3.2 Jump; 6.3.3 Rotation; 6.3.4 Scale; 6.3.5 Skew; 6.3.6 Tint; 6.3.7 Bezier; 6.3.8 Cardinal Spline; 6.4 Easing; 6.5 Sequence
6.5.1 Reversing Sequence6.5.2 Repeating Sequence; 6.5.3 Action End Callback; 6.6 Spawn; 6.7 Stopping an Action; 6.8 Sprite Frame Animation; 6.9 Schedulers and Update; Chapter 7: Adding Physics to Your Game; 7.1 Introduction; 7.2 Chipmunk Overview; 7.3 Chipmunk Space; 7.4 Chipmunk Body; 7.5 Chipmunk StaticBody; 7.6 Physics Debug Node; 7.7 Collision Detection; 7.8 Putting It All Together; 7.9 Joints; 7.9.1 Pin Joint; 7.9.2 Slide Joint; 7.9.3 Pivot Joint; 7.9.4 Groove Joint; 7.9.5 Damped Spring; 7.9.6 Damped Rotary Spring; 7.9.7 Rotary Limit Joint; 7.9.8 Simple Motor; 7.9.9 Gear Joint