Book Image

Cocos2d-X by Example Beginner's Guide

By : Roger Engelbert
Book Image

Cocos2d-X by Example Beginner's Guide

By: Roger Engelbert

Overview of this book

<p>Cocos2d-x is the C++ port of arguably the most popular open source 2D framework in the world. Its predecessor was limited to the Apple family but with Cocos2d-x you can take your applications to all major app stores, with minimum extra work. Give your games a larger target audience with almost no extra hassle.<br /><br />"Cocos2d-X by Example Beginner's Guide" allows you to build your own cross platform games using all the benefits of a time tested framework, plus the elegance and simplicity of C++.</p> <p>Each of the six games developed in this book will take you further on the road to becoming an expert game developer with no fuss and plenty of fun.<br /><br />Follow six tutorials for six very different games that leverage the ease of Cocos2D-X and its quick implementation, moving from simple ideas to more advanced topics in game development.</p> <p>In easy-to-follow steps, the book teaches you how to take full advantage of the framework by adding animations and special effects, implementing a physics engine, and optimizing your games.</p> <p>Prepare your project for multiple platforms and learn how to take your game concepts to completion.</p> <p>"Cocos2d-X by Example Beginner's Guide" will present to you, in six different games, the topics necessary to build some of the most popular and fun types of games today.</p>
Table of Contents (19 chapters)
Cocos2d-x by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The Terrain object


This object contains the individual Block objects that form the landscape. It contains just enough Block objects to fill the screen, and as the _terrain object scrolls to the left, the Block objects that leave the screen are moved to the far right side of the _terrain and reused as new Blocks, ensuring continuous scrolling.

The _terrain object also is responsible for collision checks with the _player object, since it has quick access to all information we'll need for collision detection; namely the list of blocks currently on the screen, their size, type, and position. Our main loop then will call on the Terrain object to test for player collision.

Let's work on these main objects, starting with the Player object.