Index
A
- accelerometer
- using / Using the accelerometer
- data, reading / Time for action – reading accelerometer data, What just happened?
- actual game scene
- multi-touches, handling / Time for action — handling multi-touches
- main loop, adding / Time for action – adding our main loop, What just happened?
- scores, updating / Time for action – updating scores, What just happened?
- addBlocks method / Time for action – initialising our Terrain class
- AppDelegateclass / The AppDelegate class
- ARC / Instantiation and memory management
B
- b2Bodies method / The main loop
- b2Body
- about / Reusing b2Bodies
- changing / Time for action – changing a b2Body fixture, What just happened?
- bitmap fonts, Cocos2d-x
- object pools, creating / Time for action – creating our object pools, What just happened?
- Block object
- about / The Block object
- boolean property / Adding the controls
- Box2D hybrid project
- creating / What just happened?
C
- CCActions
- about / CCActions in a nutshell
- creating, in Cocos2d-x / Time for action – creating actions with Cocos2d-x, What just happened?
- ccDot(vector1, vector2) method / Using the dot product of vectors
- CCInteger wrapper / What you get with CCObject
- CCLayer / The containers
- CCNode / The containers
- CCNotificationCenter
- CCObject
- benefits / What you get with CCObject
- ccpAdd(vector1, vector2) method / The vector methods
- ccpDot(vector1, vector2) method / The vector methods
- ccpForAngle(angle) method / The vector methods
- ccp helper methods
- using / Using ccp helper methods
- ccpLength(vector) method / The vector methods
- ccpMult(vector1, value) method / The vector methods
- ccpPerp(vector) method / The vector methods
- ccpRotateByAngle method / Rotating the rocket around a point
- ccpRPerp(vector) method / The vector methods
- ccpSub(point1, point2) method / Using the dot product of vectors
- ccpSub(vector1, vector2) method / The vector methods
- ccpToAngle(vector) method / The vector methods, Using the dot product of vectors
- CCScene / The containers
- CCSprite / The containers
- CCSprite method / The main loop
- CCString wrapper / What you get with CCObject
- CCTargetedTouchDelegate protocol / What just happened?
- ccTouchesBegan / Time for action – adding a tutorial
- ccTouchesBegan method / Time for action – handling touches
- ccTouchesMoved method / Time for Action – handling touches
- Cocos2d-x
- about / Cocos2d-x – an introduction
- containers / The containers
- director / The director and caches
- cache / The director and caches
- CCAction / Then there is all the other stuff
- CCParticles / Then there is all the other stuff
- specialized CCNodes / Then there is all the other stuff
- C++ / But you don't know C++?
- sprite, animating / Animating a sprite in Cocos2d-x
- controls
- adding / Adding the controls
- touches, handling / Time for action – handling touches
- main loop, coding / Time for action – coding the main loop, What just happened?
- createGameScreen method / Time for action – creating placeholder sprites, Time for action – adding a tutorial
- create method / Option 1 – use static methods
- createPools method / Time for action – creating our object pools
D
- dot product
- using, of vectors / Using the dot product of vectors
G
- game
- playing / Pop quiz – sprites and actions
- notifications, using / Using notifications in your game
- CCNotificationCenter, using / Time for action – using CCNotificationCenter, What just happened?
- game controls, MiniPool
- touch events, adding / Time for action – adding the touch events, What just happened?
- game data
- saving / Saving game data
- completed levels, storing / Time for action – storing the completed levels, What just happened?
- game loop
- about / The game loop
- adding / Time for action – adding the main loop
- game ticks
- about / Time to make our game tick!
- touch handling / Time for action – handling touches
- stop logic / Time for action – starting and restarting the game, What just happened?
- start logic / Time for action – starting and restarting the game, What just happened?
- game updating / Time for action – updating the game, What just happened?
- pool objects, retrieving / Time for action – retrieving objects from the pool
- Glyph Designer / The other tools
H
- Hello-x World-x
- folder structure / The folder structure
- iOS linkage classes / The iOS linkage classes
- AppDelegate class / The AppDelegate class
- HelloWorldScene class / The HelloWorldScene class
- HelloWorld class implementation
- about / The implementation
- creating / Time for action – creating the implementation, What just happened?
- hybrid game
- developing / Developing a hybrid game
I
- interface
K
- killPlayer method / Time for action – adding our resets and kills
- kills
M
- main loop, MiniPool
- about / The main loop
- adding / Time for action – adding the main loop, What just happened?
- memory management
- about / Instantiation and memory management
- static method, using / Option 1 – use static methods
- C++ / Option 2 – C++, Cocos2d-x style
- Cocos2d-x style / Option 2 – C++, Cocos2d-x style
- methods, vectors
- ccpToAngle(vector) / The vector methods
- ccpForAngle(angle) / The vector methods
- ccpLength(vector) / The vector methods
- ccpSub(vector1, vector2) / The vector methods
- ccpAdd(vector1, vector2) / The vector methods
- ccpMult(vector1, value) / The vector methods
- ccpPerp(vector) / The vector methods
- ccpRPerp(vector) / The vector methods
- ccpDot(vector1, vector2) / The vector methods
- MiniPool
- main loop / The main loop
- main loop, adding / Time for action – adding the main loop, What just happened?
- timer, adding / Time for action – creating a timer, What just happened?
- m_fRotation property / Time for action – updating our Rocket
N
- -> notation / What just happened?
O
- onGravityChanged method / Time for action – using CCNotificationCenter
P
- .plist file
- creating / What just happened?
- level data, loading / Loading the level data
- data, retrieving / Time for action – retrieving data from the .plist file, What just happened?
- Particle Designer / The other tools
- pixel based speed
- to angular based speed / Moving from pixel-based speed to angular-based speed
- platform collision logic
- about / Platform collision logic
- detector, adding / Time for action – adding collision detection
- Player object
- about / The Player object
- point
- vector, comparing with / What are vectors?
- rocket, rotating around / Rotating the rocket around a point
R
- rapid prototyping
- place holder sprites, creating / Time for action – creating placeholder sprites
- resetGame method / Time for action – adding our resets and kills
- resets
- rocket
- rotating, around point / Rotating the rocket around a point
- Rocket sprite
- updating / Time for action – updating our Rocket
- touches, handling / Time for Action – handling touches, What just happened?
S
- schedule method / What just happened?
- setPivot method / Time for Action – handling touches
- setupBlock method / Time for action – coding the Block object
- showTutorial method / Time for action – adding a tutorial
- sprite animation, Cocos2d-x
- Step() method / The main loop
- stopAllActions() method / Time for action – handling touches
T
- Terrain class
- planning / Planning the Terrain class
- terrain object
- about / The Terrain object
- player, coding / Time for action – coding the player
- Block object, coding / Time for action – coding the Block object, What just happened?
- building / Building the Terrain object
- Terrain class, initialising / Time for action – initialising our Terrain class
- test samples
- timer, MiniPool
- touch events
- tutorial, adding to game
U
- unschedule(SEL_SCHEDULE selector) method / What just happened?
- update method / Time for action – updating our Rocket, Time for action – coding the player, Time for action – adding a tutorial, The main loop
V
- vector
- comparing, with point / What are vectors?
- vectors
- about / What are vectors?
- methods / The vector methods
- dot product, using / Using the dot product of vectors
- virtual keyword / What just happened?
Z
- Zwoptex / The other tools