Download Building Android Games with Cocos2d-x by Raydelto Hernandez PDF

By Raydelto Hernandez

Approximately This Book

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

Who This ebook 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 know-how and ebook 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 all of the crucial parts wanted for making a video game, making the duty of video game development very developer-friendly.

Starting with an essential primer to get you up and working together with your improvement atmosphere, you are going to fast dive in to exploring the newest model of this framework. you are going to comprehend significant framework advancements to render items at lightning velocity, expand and retain code simply, and increase the label API so as to add nice performance resembling glow, shadows, and descriptions to labels.

Through the construction of a true online game, you'll discover the center elements of improvement together with Physics, permitting 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 video game extra strong. end by way of integrating Cocos2d-x C++ code with local Android code to release video games with the vintage Java Android software.

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Extra resources for Building Android Games with Cocos2d-x

Sample text

We have added it with a z value of 0, so this means that it will be displayed in the background. height/2); We have removed the setAnchorPoint sentence; so now, the bombs have the default anchor point, and we have modified the setPosition statement, so now, we are positioning it in the visible area. Throughout this chapter we have used many images, which, as we have previously mentioned are stored in the Resources folder of our Cocos2d-x project. You could create sub folders to organize your files.

This is smoother than how it was in the branch 2 of the framework; more code was required to tie a b2Body with a sprite. Although the Box2D integration is easy to use, I strongly recommend using the built-in physics engine as the Box2D integration is no longer under active development.

Animating sprites In order to give a more professional aspect to our game, we could animate our sprites so that it does not constantly show a still image but rather displays animated characters, enemies, and obstacles. 2f); auto animate = Animate::create(animation); sprPlayer->runAction(RepeatForever::create(animate)); [ 28 ] Chapter 2 Improving performance with sprite sheets Although we can create sprite animations based on the images located in several files, as we have done in our previous code, it would be very inefficient to load a large number of files.

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