By Raydelto Hernandez
Approximately This Book
Create enjoyable physics video games to rival the bestselling video games on Google Play
retailer time by means of growing your Android video games utilizing this built-in framework
discover ways to create an easy online game utilizing step by step directions supplied in the course of the book
Who This e-book Is For
If you've got a uncomplicated realizing of the C++ programming language and wish to create videogames for the Android platform, then this expertise and ebook is perfect for you.
Cocos2d-x is a multi-platform C++ gaming framework in energetic improvement maintained through Chukong applied sciences. It wraps all of the crucial components wanted for making a online game, making the duty of video game development very developer-friendly.
Starting with a necessary primer to get you up and working along with your improvement surroundings, you'll quick dive in to exploring the most recent model of this framework. you'll comprehend significant framework advancements to render gadgets at lightning velocity, expand and keep code simply, and enhance the label API so as to add nice performance similar to glow, shadows, and descriptions to labels.
Through the production of a true video game, you'll discover the center elements of improvement together with Physics, permitting you to create reasonable sprite events, and particle platforms to dynamically simulate explosions, fireplace, rain, and smoke, in addition to exploring the sound engine to make your online 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 program.
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Extra info for Building Android Games with Cocos2d-x
2f); auto animate = Animate::create(animation); sprPlayer->runAction(RepeatForever::create(animate)); [ 32 ] Chapter 2 Here we are going to create the sequence that will move our bomb from the top to the bottom of the screen. After the movement is complete, we will specify to call the moveFinished method. 0, Pause::createScene())); } The following image shows us how our game looks after putting together all the codes done during this chapter: [ 33 ] Graphics Summary In this chapter, we have seen how to create our game scenes, and how to add sprites and menus to it.
Moving sprites We can make our sprite move to a specific area of the screen by creating a MoveTo action and then making the sprite execute the action. height/2)); sprBomb->runAction(moveTo); We have created a moveTo node that will move the bomb sprite to the current horizontal position, but it will also move it to the bottom of the screen until it is not visible. In order to achieve this, we made it move to the y position of the negative half of the height of the sprite. Since the anchor point is set to the center point of the sprite, moving it to the negative half of its height will be enough to make it move outside the screen's visible area.
Xml file by setting the value of android:screenOrientation to portrait. 2f); auto animate = Animate::create(animation); sprPlayer->runAction(RepeatForever::create(animate)); [ 32 ] Chapter 2 Here we are going to create the sequence that will move our bomb from the top to the bottom of the screen. After the movement is complete, we will specify to call the moveFinished method. 0, Pause::createScene())); } The following image shows us how our game looks after putting together all the codes done during this chapter: [ 33 ] Graphics Summary In this chapter, we have seen how to create our game scenes, and how to add sprites and menus to it.