Download E-books Building Android Games with Cocos2d-x PDF

Learn to create attractive and marvelous video games for Android utilizing Cocos2d-x

About This Book

  • Create enjoyable physics video games to rival the bestselling video games on Google Play
  • Save time via growing your Android video games utilizing this built-in framework
  • Learn to create an easy video game utilizing step by step directions supplied through the book

Who This publication Is For

If you will have a uncomplicated realizing of the C++ programming language and wish to create videogames for the Android platform, then this expertise and booklet is perfect for you.

What you are going to Learn

  • Set up your paintings environment
  • Learn how one can create picture parts and animate them
  • Use the integrated physics engine to make your video games extra realistic
  • Manage person interplay utilizing the contact and accelerometer capabilities
  • Boost your game's appearance through studying so as to add textual content and utilizing precise style and bitmap fonts
  • Enhance your online game by way of including sound results and heritage music
  • Discover easy methods to upload wealthy explosion results utilizing particle systems
  • Add local Java code on your Android game

In Detail

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

Starting with an important primer to get you up and operating together with your improvement surroundings, you are going to quick dive in to exploring the newest model of this framework. you'll comprehend significant framework advancements to render items at lightning pace, expand and continue code simply, and increase the label API so as to add nice performance reminiscent of glow, shadows, and descriptions to labels.

Through the production of a true online game, you are going to discover the middle elements of improvement together with Physics, allowing you to create lifelike sprite pursuits, and particle structures to dynamically simulate explosions, hearth, rain, and smoke, in addition to exploring the sound engine to make your video game extra powerful. end by means of integrating Cocos2d-x C++ code with local Android code to release video games with the vintage Java Android application.

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Cpp implementation dossier, the place we now have created and situated our heritage, our lively participant, and our relocating bomb: #include "HelloWorldScene. h" #include "PauseScene. h" USING_NS_CC; Scene* HelloWorld::createScene() { // 'scene' is an autorelease item automobile scene = Scene::create(); // 'layer' is an autorelease item automobile layer = HelloWorld::create(); // upload layer as a toddler to scene scene->addChild(layer); // go back the scene go back scene; } [ 31 ] Graphics subsequent within the init functionality, we will instantiate and initialize our sprites: bool HelloWorld::init() { if ( ! Layer::init() ) { go back fake; } _director = Director::getInstance(); _visibleSize = _director->getVisibleSize(); vehicle foundation = _director->getVisibleOrigin(); automobile closeItem = MenuItemImage::create("pause. png", "pause_pressed. png", CC_CALLBACK_1(HelloWorld::pauseCallback, this)); closeItem->setPosition(Vec2(_visibleSize. width - closeItem>getContentSize(). width/2 , closeItem->getContentSize(). height/2)); car menu = Menu::create(closeItem, nullptr); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); automobile sprBomb = Sprite::create("bomb. png"); sprBomb->setPosition(_visibleSize. width / 2, _visibleSize. top + sprBomb->getContentSize(). height/2); this->addChild(sprBomb,1); automobile bg = Sprite::create("background. png"); bg->setAnchorPoint(Vec2::Zero); bg->setPosition(0,0); this->addChild(bg, -1); vehicle sprPlayer = Sprite::create("player. png"); sprPlayer->setPosition(_visibleSize. width / 2, _visibleSize. top * zero. 23); this->addChild(sprPlayer, 0); subsequent, we are going to upload animations utilizing the next code: Vector frames; dimension playerSize = sprPlayer->getContentSize(); frames. pushBack(SpriteFrame::create("player. png", Rect(0, zero, playerSize. width, playerSize. height))); frames. pushBack(SpriteFrame::create("player2. png", Rect(0, zero, playerSize. width, playerSize. height))); vehicle animation = Animation::createWithSpriteFrames(frames,0. 2f); car animate = Animate::create(animation); sprPlayer->runAction(RepeatForever::create(animate)); [ 32 ] Chapter 2 the following we will create the series that might movement our bomb from the head to the ground of the reveal. After the circulate is entire, we'll specify to name the moveFinished strategy. We simply use this for printing a log message for trying out reasons: //actions vehicle moveFinished = CallFuncN::create(CC_CALLBACK_1(HelloWorld::moveFinished, this)); vehicle moveTo = MoveTo::create(2, Vec2(sprBomb->getPositionX(), zero - sprBomb->getContentSize(). height/2)); vehicle series = Sequence::create(moveTo, moveFinished, nullptr); sprBomb->runAction(sequence); go back actual; } void HelloWorld::moveFinished(Node* sender){ CCLOG("Move finished"); } void HelloWorld::pauseCallback(cocos2d::Ref* pSender){ _director->pushScene(TransitionFlipX::create(1. zero, Pause::createScene())); } the subsequent snapshot indicates us how our online game takes care of placing jointly the entire codes performed in this bankruptcy: [ 33 ] Graphics precis during this bankruptcy, we've seen find out how to create our video game scenes, and the way so as to add sprites and menus to it.

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