
In this section I share about why someone should consider using Cocos Creator besides the fact that is it completely open source and why someone would use it over other game engines.
In this section I show the tools that will be used in this tutorial and some optional needed software for different platforms you might target.
Here we look at how to create a new project and the overall user interface of the game engine.
We look at how to modify properties of a node using gizmos and the node properties section.
In this section I teach on how to layout a game scene for a simple 2D game
We look at how to create a new typescript file for our development
I show how to work with scripts to modify the node properties
In this section we look at how to integrate mouse input from players in PC games
In this section we look at how to integrate touch input for touch screen games, mostly for mobile games.
We conclude this section by looking at how to include keyboard for input in our games
In this section I show how to move between different scenes based on player input
In this section I talk about the game object and how it can be used to pause and resume scenes based on player input.
In this section I show how to add music to the game using the Cocos creator AudioSource component
In this section, we look at how to add audio using scripts, the audioEngine.play() method is discussed.
We then look at adding music and background effects in this lecture
I show how to create 2D spriteFrame animations using the Cocos Creator timeline.
Writing call back functions that are called when an animation reaches a certain frame is shown here.
How to make certain functions run after a period of time elapses instead of just running them immediately the scene loads.
How to run functions that occur indefinitely. Useful for repetitive tasks.
How to cancel the running schedules of the scene.
Introduction to simple collision detection using the Collision Manager.
How to enable the Collision Manager and how to work with the Collision Group Collide Map.
How to view the bounding box of the collision shape and the Collision Manager Callback function
We look at the different types of collision callbacks
How to work with the Box2d Physics body and some of its options
Introduction to the Polygon Collider and some of its options
How to call the different rigidbody options in source code to view the values or to change the values.
How to call the different Polygon collider options in your script, view their values or change them.
The Cocos family of game development tools are some of the most popular game development tools used in the industry today. Based off the cocos2D-X game engine, Cocos Creator offers a simpler, faster and more efficient way to create games. Cocos creator supports scripting, scene management, multi-resolution support, resource management, animation editing, physics support and the ability to publish your games to Desktop and Mobile platforms. Cocos Creator is the best way for anyone who has never done game development to jump in easily. The tool makes it easy for designers and programmers alike to be able to create awesome games in a highly efficient manner.