Box2d for Flash games /:
This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to cr...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Pub.,
2012.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game! |
Beschreibung: | "Create amazing and realistic physics-based Flash games using Box2D"--Cover. Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations. |
ISBN: | 9781849519632 1849519633 1849519625 9781849519625 |
Internformat
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LEADER | 00000cam a2200000 a 4500 | ||
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245 | 1 | 0 | |a Box2d for Flash games / |c Emanuele Feronato. |
260 | |a Birmingham : |b Packt Pub., |c 2012. | ||
300 | |a 1 online resource (1 volume) : |b illustrations. | ||
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337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
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490 | 1 | |a Community experience distilled | |
500 | |a "Create amazing and realistic physics-based Flash games using Box2D"--Cover. | ||
500 | |a Includes index. | ||
520 | |a This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game! | ||
588 | 0 | |a Online resource; title from cover (Safari, viewed Jan. 22, 2013). | |
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation -- a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types -- static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level | |
505 | 8 | |a Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird | |
505 | 8 | |a Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies -- mouse joints; Keeping bodies at a given distance -- distance joints; Making bodies rotate around a point -- revolute joints; When Angry Birds meets Crush the Castle | |
505 | 8 | |a Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide -- filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling -- setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index | |
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650 | 0 | |a Computer animation |x Mathematics. | |
650 | 0 | |a Physics |x Data processing. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
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650 | 6 | |a Physique |x Informatique. | |
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650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Physics |x Data processing |2 fast | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn825076490 |
---|---|
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adam_text | |
any_adam_object | |
author | Feronato, Emanuele |
author_facet | Feronato, Emanuele |
author_role | |
author_sort | Feronato, Emanuele |
author_variant | e f ef |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 P36 2012 |
callnumber-search | QA76.76.C672 P36 2012 |
callnumber-sort | QA 276.76 C672 P36 42012 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation -- a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types -- static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies -- mouse joints; Keeping bodies at a given distance -- distance joints; Making bodies rotate around a point -- revolute joints; When Angry Birds meets Crush the Castle Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide -- filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling -- setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index |
ctrlnum | (OCoLC)825076490 |
dewey-full | 004.696 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 004 - Computer science |
dewey-raw | 004.696 |
dewey-search | 004.696 |
dewey-sort | 14.696 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn825076490 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:09Z |
institution | BVB |
isbn | 9781849519632 1849519633 1849519625 9781849519625 |
language | English |
oclc_num | 825076490 |
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owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (1 volume) : illustrations. |
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publishDateSearch | 2012 |
publishDateSort | 2012 |
publisher | Packt Pub., |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Feronato, Emanuele. Box2d for Flash games / Emanuele Feronato. Birmingham : Packt Pub., 2012. 1 online resource (1 volume) : illustrations. text txt rdacontent computer c rdamedia online resource cr rdacarrier text file rda Community experience distilled "Create amazing and realistic physics-based Flash games using Box2D"--Cover. Includes index. This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game! Online resource; title from cover (Safari, viewed Jan. 22, 2013). Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation -- a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types -- static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies -- mouse joints; Keeping bodies at a given distance -- distance joints; Making bodies rotate around a point -- revolute joints; When Angry Birds meets Crush the Castle Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide -- filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling -- setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index Flash (Computer file) http://id.loc.gov/authorities/names/n97107235 Flash (Computer file) blmlsh Flash (Computer file) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation Mathematics. Physics Data processing. Jeux vidéo Programmation. Animation par ordinateur Mathématiques. Physique Informatique. COMPUTERS System Administration Email Administration. bisacsh Video games Programming fast Physics Data processing fast has work: Box2d for Flash games (Text) https://id.oclc.org/worldcat/entity/E39PD3BRy8YTkvVPg7XV4BfMGd https://id.oclc.org/worldcat/ontology/hasWork Print version: Feronato, Emanuele. Box2D for Flash Games. Birmingham : Packt Publishing, ©2012 9781849519625 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=507336 Volltext |
spellingShingle | Feronato, Emanuele Box2d for Flash games / Community experience distilled. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation -- a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types -- static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies -- mouse joints; Keeping bodies at a given distance -- distance joints; Making bodies rotate around a point -- revolute joints; When Angry Birds meets Crush the Castle Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide -- filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling -- setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index Flash (Computer file) http://id.loc.gov/authorities/names/n97107235 Flash (Computer file) blmlsh Flash (Computer file) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation Mathematics. Physics Data processing. Jeux vidéo Programmation. Animation par ordinateur Mathématiques. Physique Informatique. COMPUTERS System Administration Email Administration. bisacsh Video games Programming fast Physics Data processing fast |
subject_GND | http://id.loc.gov/authorities/names/n97107235 http://id.loc.gov/authorities/subjects/sh95003476 |
title | Box2d for Flash games / |
title_auth | Box2d for Flash games / |
title_exact_search | Box2d for Flash games / |
title_full | Box2d for Flash games / Emanuele Feronato. |
title_fullStr | Box2d for Flash games / Emanuele Feronato. |
title_full_unstemmed | Box2d for Flash games / Emanuele Feronato. |
title_short | Box2d for Flash games / |
title_sort | box2d for flash games |
topic | Flash (Computer file) http://id.loc.gov/authorities/names/n97107235 Flash (Computer file) blmlsh Flash (Computer file) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation Mathematics. Physics Data processing. Jeux vidéo Programmation. Animation par ordinateur Mathématiques. Physique Informatique. COMPUTERS System Administration Email Administration. bisacsh Video games Programming fast Physics Data processing fast |
topic_facet | Flash (Computer file) Video games Programming. Computer animation Mathematics. Physics Data processing. Jeux vidéo Programmation. Animation par ordinateur Mathématiques. Physique Informatique. COMPUTERS System Administration Email Administration. Video games Programming Physics Data processing |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=507336 |
work_keys_str_mv | AT feronatoemanuele box2dforflashgames |