Raydelto Hernandez's Building Android Games with Cocos2d-x PDF

By Raydelto Hernandez

Approximately This Book

Create enjoyable physics video games to rival the bestselling video games on Google Play
shop time through growing your Android video games utilizing this built-in framework
discover ways to create an easy video game utilizing step by step directions supplied in the course of the book

Who This publication Is For

If you've got a simple figuring out of the C++ programming language and wish to create videogames for the Android platform, then this expertise and e-book is perfect for you.
In Detail

Cocos2d-x is a multi-platform C++ gaming framework in lively improvement maintained via Chukong applied sciences. It wraps the entire crucial parts wanted for making a video game, making the duty of online game development very developer-friendly.

Starting with a necessary primer to get you up and operating together with your improvement setting, you are going to speedy dive in to exploring the newest model of this framework. you'll comprehend significant framework advancements to render items at lightning velocity, expand and preserve code simply, and increase the label API so as to add nice performance equivalent to glow, shadows, and descriptions to labels.

Through the production of a true online game, you'll discover the middle parts of improvement together with Physics, allowing you to create sensible sprite activities, and particle structures to dynamically simulate explosions, fireplace, rain, and smoke, in addition to exploring the sound engine to make your online game extra powerful. end by way of integrating Cocos2d-x C++ code with local Android code to release video games with the vintage Java Android program.

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Additional info for Building Android Games with Cocos2d-x

Sample text

We will explain how to create the game menus in a further section of this chapter, you will also learn font creation, and this will be explained in detail in Chapter 5, Handling Texts and Fonts. height /2); this->addChild(label, 1); return true; } void Pause::exitPause(cocos2d::Ref* pSender){ /*Pop the pause scene from the Scene stack. png", CC_CALLBACK_1(HelloWorld::pauseCallback, this)); Now we have created a simple pause scene, and this is pushed to the scene stack when the close button is pressed and it is closed when the blue button is pressed from within the pause scene.

When we use a negative value on the x axis, it will attract the body toward the left, and when we use the negative value on the y axis, it will attract the body toward the bottom. [ 40 ] Chapter 3 Changing these values and understanding the physics added to our game might give you some ideas for your next games. Handling physics properties Now that we have created our scene, which corresponds to the physics world, we now have the ability to change the physics properties, such as the velocity, linear damping, force, impulse, and torque for each body.

Later on in this chapter, we will explain how we are going to organize the different versions of each image according to the Android device screen resolution. Within the resources bundled with this chapter, we have provided you with the images that you will need in order to build the code for this chapter. [ 17 ] Graphics Creating our pause scene header file First, let us create our pause scene header file. h" class Pause : public cocos2d::Layer { public: static cocos2d::Scene* createScene(); virtual bool init(); void exitPause(cocos2d::Ref* pSender); CREATE_FUNC(Pause); private: cocos2d::Director *_director; cocos2d::Size _visibleSize; }; #endif // __Pause_SCENE_H__ You can avoid typing cocos2d each time you refer to the Cocos2d-x class contained in the cocos2d namespace by typing using namespace cocos2d; nevertheless, using it in a header file is considered a bad practice, because the code may fail to compile it when there are any repeated field names within all the included namespaces.

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