Index
A
- ADT bundle
- about / Eclipse or the ADT bundle
- for Eclipse / ADT plugin for Eclipse
- ADT plugin
- URL / ADT plugin for Eclipse
- Android
- Pumpkin Defense, building on / Building Pumpkin Defense on Android
- Pumpkin Defense, running on / Running Pumpkin Defense on Android
- Android Development Tools (ADT)
- about / ADT plugin for Eclipse
- Android NDK
- about / The Android NDK
- URL / The Android NDK
- Android SDK
- about / The Android SDK
- URL / The Android SDK
- Angry Fish game
- about / An introduction to Angry Fish
- attributes, tags
- player_fire_rate / Parsing the level file
- move_duration / Parsing the level file
- fire_rate / Parsing the level file
- name / Parsing the level file
- score / Parsing the level file
- attributes, tower
- bullet_name / Defining the properties of the tower
- is_lightning / Defining the properties of the tower
- is_rotating / Defining the properties of the tower
- sprite_name / Defining the properties of the tower
- range / Defining the properties of the tower
- physical_damage / Defining the properties of the tower
- magical_damage / Defining the properties of the tower
- speed_damage / Defining the properties of the tower
- speed_damage_duration / Defining the properties of the tower
- fire_rate / Defining the properties of the tower
- cost / Defining the properties of the tower
- Audacity
- AVD
- creating / Creating an Android Virtual Device
B
- Blackberry OS
- references / What to do next?
- Box2D
- defining / The basics of Box2D
- about / The basics of Box2D
- Box2D manual
- URL / The basics of Box2D
C
- Cat class
- defining / The Cat class
- PostSolve function / The PostSolve function
- cc.RemoveSelf action
- about / The countdown timer
- CCDrawNode class
- about / The CCDrawNode class
- cocos2d-html5
- environment, setting up for / Setting up the environment for Cocos2d-html5
- project, creating / Creating a project in Cocos2d-html5
- cocos2d-html5 source
- cocos2d node graph basics
- collectibles
- simple collectible / The Collectible class
- rocket / The Collectible class
- balloon / The Collectible class
- collisions, with enemies
- defining / Collisions with moving platforms and enemies
- collisions, with moving platforms
- defining / Collisions with moving platforms and enemies
- ColourSmash
- about / An overview of ColourSmash
- main menu, creating / Creating the first scene – the main menu
- core gameplay, game world
- tiles, finding / Finding the tiles, Finding and shifting tiles from above
- tiles, removing / Removing the tiles
- tiles, shifting / Finding and shifting tiles from above
- new tiles, adding / Adding new tiles
- score and bonus, adding / Adding score and bonus
- timer, updating / Updating the timer
- dragon, creating / Creating the dragon
- towers, creating / Creating the towers
- update loop / The update loop
- dragon, updating / Updating the dragon
- towers, updating / Updating the towers
- collision detection / Collision detection
- createSilhouette function
- createTileSprite function
- about / Creating the tiles
- cross-platform cocos2d-x project
- creating / Creating a project
- custom properties
- SpriteName / Adding custom properties
- IsCat / Adding custom properties
- ListOfFish / Adding custom properties
- Cygwin
- installing, for Windows / Installing Cygwin for Windows
- URL / Installing Cygwin for Windows
D
- 2d platformers
- difficulty levels, Inverse Universe game
E
- Eclipse
- about / Eclipse or the ADT bundle
- URL / Eclipse or the ADT bundle
- elements, Inverse Universe game
- defining / Defining the elements of Inverse Universe
- Player class / The Player class
- Enemy class / The Enemy class
- PowerUp class / The PowerUp class
- Bomb class / The Bomb class
- Blast class / The Blast class
- MissileLauncher class / The MissileLauncher class
- Missile class / The Missile class
- Shield class / The Shield class
- Emscripten
- references / What to do next?
- enemy
- characteristics / Defining the properties of the enemy
- Enemy class
- about / The Enemy class, The Enemy class
- enemy_list attribute
- environment
- setting up, for cocos2d-html5 / Setting up the environment for Cocos2d-html5
- setting up, for Android / Setting up the environment for Android
- setting up, for Windows Phone 8 / Setting up the environment for Windows Phone 8
- ExplodingFish class
- defining / The ExplodingFish class
- RayCast function, using / Using Box2D's RayCast
F
- fairytale
- creating / Creating a fairy tale
- infinitely long castle, building in 20 lines of code / Building an infinitely long castle in 20 lines of code
- stars, adding / Adding the stars
- fairytale menu screen
- implementing / Creating a lively menu screen
- findTilesToRemove function
- about / Finding the tiles
- Finite State Machine (FSM)
- fish
- defining / Defining the fish
- Simple / Defining the fish
- Shooting / Defining the fish
- Splitting / Defining the fish
- Bombing / Defining the fish
- Exploding / Defining the fish
- creating / Creating and spawning the fish
- spawning / Creating and spawning the fish
- Fish class
- defining / The Fish class
G
- game
- porting, in different platforms / What to do next?
- game development, in C++
- advantages / What to do next?
- GameObject class
- about / The GameObject class
- gameplay
- fast forwarding / Fast forwarding the gameplay
- drawback / Fast forwarding the gameplay
- game world
- defining / Moving on to the game world, On to the game world
- variables, declaring / Declaring and initializing the variables
- background, creating / Creating the background
- tiles, creating / Creating the tiles
- Heads-Up Display (HUD), creating / Creating the Heads-Up Display
- countdown timer / The countdown timer
- single touch, defining / Let's get touchy...
- core gameplay / The core gameplay, The core gameplay
- dragon, flying / Flying the dragon
- dragonDeath function, defining / Farewell dear dragon
- GameWorld class, Penguins Can Fly game
- geometry
- figuring out / Figuring out the geometry
- GestureLayer class
- about / The GestureLayer class
- glBindTexture
- URL / Rendering the hills
- glDrawArrays function
- URL / Drawing the stripes
- glEnableVertexAttribArray
- URL / Drawing the stripes
- glVertexAttribPointer
- URL / Drawing the stripes
H
- Heads-Up Display (HUD)
- about / Creating the Heads-Up Display
- Hero class
- about / The Hero class
- high score
- saving, LocalStorage used / Saving a high score using LocalStorage
- hills, Penguins Can Fly game
- generating / Generating the hills
- hill key points, generating / Generating the hill key points
- curve, generating / Generating the curve of the hill
- Box2D body, creating for / Creating the Box2D body for the hill
- hinge point
- about / Creating the catapult
- HTML5 LocalStorage
- HTML5 noise
- creating / Let's make some HTML5 noise
I
- Iceman game
- defining / An introduction to Iceman, Adding an objects layer
- init function
- about / Creating the dragon, The Enemy class
- Inverse Universe game
- about / An introduction to Inverse Universe
- elements, defining of / Defining the elements of Inverse Universe
- creating / Creating the game
- update loop / The update loop
- tilt controls, adding / Adding tilt controls
- player, moving / Moving the player
- progression, adding / Adding progression and difficulty levels
- difficulty levels, adding / Adding progression and difficulty levels
J
- Java Development Kit (JDK)
- about / Java Development Kit 7+
- Java Development Kit 7+
- defining / Java Development Kit 7+
- JavaScript coding principles
- Jumpy Clown game
- about / An overview of Jumpy Clown
- world, creating / Creating the world
- debug draw, using / Using debug draw
- world, stepping / Stepping into the world
- GameObject class, creating / Creating the GameObject class
- walls, creating / Creating the walls
- base, creating / Creating the base
- clown, creating / Creating the clown
- Finite State Machine (FSM), defining / Defining the clown's state machine
- platform, creating / Creating the platform
- platform, adding / Adding and removing platforms
- platform, removing / Adding and removing platforms
- controls, adding / Adding the controls
- collisions, listening / Listening for collisions
- Collectible class / The Collectible class
- collectibles, creating / Creating and reusing collectibles
- collectibles, reusing / Creating and reusing collectibles
- update loop / The update loop
K
- keyboard shortcuts, Tile Layer
- URL / Adding a tile layer
L
- Layers window
- object layer / Designing the level in Tiled
- tile layer / Designing the level in Tiled
- level
- XML file, defining for / Defining the XML file for a level
- designing, in Tiled / Designing the level in Tiled
- Lightning class
- about / The Lightning class
- Linux
- references / What to do next?
- LocalStorage
- used, for saving high score / Saving a high score using LocalStorage
M
- Marmalade
- URL / What to do next?
- menu screen
- creating / Creating a lively menu screen
- mouse joint
- creating / Creating a mouse joint
O
- Objective-C
- objects layer
- about / Adding an objects layer
- OpenGL website
P
- particle effect
- URL / The Player class
- Penguin behavior
- Awake / The Penguin class
- Diving / The Penguin class
- Flying / The Penguin class
- Perfect slide / The Penguin class
- Fever / The Penguin class
- Leaping / The Penguin class
- Penguin class, Penguins Can Fly game
- about / An introduction to Penguins Can Fly
- defining / The Penguin class
- penguin, updating / Updating the penguin
- Penguins Can Fly game
- defining / An introduction to Penguins Can Fly
- Terrain class / The Terrain class
- Penguin class / The Penguin class
- game world, defining / On to the game world
- playEffect function
- about / Flying the dragon
- player, Inverse Universe game
- moving / Moving the player
- position
- updating, after every tick / Setting things into motion
- progression, Inverse Universe game
- progress timer
- behavior / The Enemy class
- project
- creating, in cocos2d-html5 / Creating a project in Cocos2d-html5
- project-creator tool
- about / Creating a project
- project structure
- defining / Getting acquainted with the project structure
- index.html / Getting acquainted with the project structure
- main.js / Getting acquainted with the project structure
- cocos2d.js / Getting acquainted with the project structure
- cocos2d-jsb.js / Getting acquainted with the project structure
- build.xml / Getting acquainted with the project structure
- resources.js / Getting acquainted with the project structure
- properties, of enemy
- defining / Defining the properties of the enemy
- properties, of tower
- defining / Defining the properties of the tower
- Pumpkin Defense
- defining / Introduction to Pumpkin Defense
- building, on Android / Building Pumpkin Defense on Android
- running, on Android / Running Pumpkin Defense on Android
- building, on Windows Phone 8 / Building Pumpkin Defense on Windows Phone 8
R
- Ray casting
- URL / Using Box2D's RayCast
- raywenderlich
- Respawn function
- about / The Player class
- RUBE
- defining / A brief introduction to RUBE
- URL / A brief introduction to RUBE
- bodies, creating / Creating bodies
- scene, running / Running the scene
- images, importing / Importing images
- level, creating with / Creating a level with RUBE
- catapult, creating / Creating the catapult
- custom properties, adding / Adding custom properties
- world, generating from / Generating a world using data exported from RUBE
S
- SetTarget function
- about / The Tower class
- ShootBullet function
- about / The Tower class
- Shoot function
- about / The Tower class
- ShootingFish class
- defining / The ShootingFish class
- SpaceCraze game
- about / An overview of SpaceCraze
- project, creating / Creating a project
- global variables, defining / Defining the global variables of the game
- Sprite, creating / Creating your own Sprite
- defining / On to the game world...
- Player class / The Player class
- Enemy class / The Enemy class
- Brick class / The Brick class
- level file, parsing / Parsing the level file
- enemies, creating / Creating enemies
- bricks, creating / Creating bricks
- player, creating / Creating the player
- HUD elements, creating / Creating HUD elements
- start function / The start and stop functions
- stop function / The start and stop functions
- enemies, moving / Moving the enemies
- bullets, firing / Fire the bullets!
- update function / The update function
- collisions, checking / Checking for collisions
- touch controls / Touch controls
- LevelComplete function / Level complete and game over
- GameOver function / Level complete and game over
- SplittingFish class
- defining / The SplittingFish class
- Sprite
- creating / Creating your own Sprite
- spritesheets
- defining / Getting to know sprite sheets
- Standard Edition (SE)
- about / Java Development Kit 7+
- URL / Java Development Kit 7+
- striped texture, Penguins Can Fly game
- generating / Generating the striped texture
- stripes, drawing / Drawing the stripes
- gradient, adding / Adding a gradient
- highlight, adding / Adding some highlight
- border, drawing / Drawing the border
- noise, adding / Adding some noise
T
- .ttf file
- Terrain class, Penguins Can Fly game
- about / An introduction to Penguins Can Fly
- defining / The Terrain class
- striped texture, generating / Generating the striped texture
- hills, generating / Generating the hills
- hills, rendering / Rendering the hills
- hill, updating / Updating the hill
- Texture Packer
- Tile-based collision detection
- tile-based game
- defining / What is a tile-based game?
- Tiled
- level, designing in / Designing the level in Tiled
- Tiled Map Editor
- URL / What is the Tiled Map Editor?
- about / What is the Tiled Map Editor?
- new tile map, creating / Creating a new tile map
- tileset, adding / Adding a tileset
- Tile Layer, adding / Adding a tile layer
- objects layer, adding / Adding an objects layer
- tilt controls, Inverse Universe game
- adding / Adding tilt controls
- Tiny Wings game
- URL / An introduction to Penguins Can Fly
- features, URL / An introduction to Penguins Can Fly
- tinyxml2
- URL / Parsing the level file
- Tizen
- references / What to do next?
- tower
- characteristics / Defining the properties of the tower
- Tower class
- about / The Tower class
- towers
- spawning / Spawning the towers
U
- update loop, Inverse Universe game / The update loop
V
- variables, Fish class
- fish_type_ / The Fish class
- radius_ / The Fish class
- is_throwable_ / The Fish class
- has_been_fired_ / The Fish class
- has_been_touched_ / The Fish class
- has_hit_ / The Fish class
- vertical collision detection
- defining / Tile-based collision detection
- Visual Studio
- visual tool
- URL / Drawing the stripes
W
- WampServer
- waves
- spawning, of enemies / Spawning waves of enemies
- WebStorm
- win32 / Adding tilt controls
- Windows
- Cygwin, installing for / Installing Cygwin for Windows
- Windows Phone 8
- environment, setting up for / Setting up the environment for Windows Phone 8
- Pumpkin Defense, building on / Building Pumpkin Defense on Windows Phone 8
- Windows Phone 8 SDK
X
- XML file
- defining, for level / Defining the XML file for a level