Cocos2d-X by Example Beginner's Guide - download pdf or read online

By Roger Engelbert

Make enjoyable video games for any platform utilizing C++, mixed with essentially the most renowned open resource frameworks on the planet

Overview

• learn how to construct multi-device video games in basic, effortless steps, letting the framework do all of the heavy lifting;
• Spice issues up on your video games with effortless to use animations, particle results, and physics simulation;
• fast enforce and try out your individual gameplay rules, with an eye fixed for optimization and portability;
• take pleasure in development the video games up to you are going to take pleasure in enjoying them.

In Detail

Cocos2d-x is the C++ port of arguably the most well-liked open resource 2nd framework on this planet. Its predecessor was once constrained to the Apple family members yet with Cocos2d-x you could take your purposes to all significant app shops, with minimal additional paintings. provide your video games a bigger audience with nearly no additional hassle.

Cocos2d-X by way of instance Beginner's Guide helps you to construct your personal move platform video games utilizing the entire advantages of a time proven framework, plus the attractiveness and straightforwardness of C++.

Each of the six video games built during this e-book will take you extra at the street to turning into knowledgeable video game developer with out fuss and many fun.

Follow six tutorials for 6 very diversified video games that leverage the convenience of Cocos2D-X and its speedy implementation, relocating from basic rules to extra complicated themes in video game development.

In easy-to-follow steps, the e-book teaches you ways to take complete benefit of the framework by way of including animations and lighting tricks, imposing a physics engine, and optimizing your games.

Prepare your undertaking for a number of structures and find out how to take your online game thoughts to completion.

Cocos2d-X by means of instance Beginner's Guide will current to you, in six diversified video games, the subjects essential to construct the most renowned and enjoyable sorts of video games today.

What you'll examine from this book

• Make your video games glance cooler with particle effects;
• Create position holder sprites to fast try out your video game ideas;
• Load exterior facts into your games;
• construct online game menus and tutorials;
• enforce game-wide occasions with notifications;
• Create a touch online game with a textured terrain;
• construct a Box2D puzzle online game with a number of levels;
• Create a hybrid iOS and Android project.

Approach

Get to grips with Cocos2D-X utilizing step by step examples. Roger Engelbert could have you smiling all through and studying useful info at each turn.

Who this publication is written for

If you have got tremendous principles for fantastic video games and need to convey them to lifestyles, then this ebook is what you wish. paintings via easy-to-follow examples and research precisely what you want to understand to make your video games a reality.

No programming event precious!

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Extra resources for Cocos2d-X by Example Beginner's Guide

Example text

If it doesn't find them there, it will try to find them in Resources. This is a good thing because files shared by both versions only need adding to the project once, inside Resources. That is what we'll do now with the sound files. Adding sound effects This game has two files for sound effects. You will find them in the same zip file you downloaded previously. [ 32 ] Chapter 3 Time for action – adding the sound files Assuming you have the sound files from the downloaded resources, let's add them to the project: 1.

Option 1 – use static methods This is the recommended way. The three-stage instantiation process of Objective-C, with alloc, init, and autorelease/retain is recreated here. png")) { player->autorelease(); return player; } CC_SAFE_DELETE(player); return NULL; } For instantiation, you call the static create method. It will create a new Player object as an empty husk version of Player. No major initialization should happen inside the constructor, just in case you may have to delete the object due to some failure in the instantiation process.

There is a CCString wrapper for both the const char* and std::string elements, with methods similar to the ones you find in NSString. There is a CCInteger wrapper for integers, so you can store integers in a CCArray object. And even a CCSet class for fast iterations similar to NSSet. Once again, every CCObject derived class can be managed the way things used to be managed in Objective-C before ARC. C++ does come packed with its own wonderful dynamic list classes, similar to the ones you would find in Java and C#.

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Cocos2d-X by Example Beginner's Guide by Roger Engelbert


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