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  • Book Overview & Buying Cocos2d-x cookbook
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Cocos2d-x cookbook

Cocos2d-x cookbook

By : Akihiro Matsuura
4.6 (5)
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Cocos2d-x cookbook

Cocos2d-x cookbook

4.6 (5)
By: Akihiro Matsuura

Overview of this book

Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed.
Table of Contents (13 chapters)
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12
Index

Using native code


In Cocos2d-x, you can write one source for the cross platform. However, you have to write an Objective-C function or a Java function for the dependency process such as a purchase or push notification. If you want to call Java for Android from C++, you have to use JNI (Java Native Interface). In particular, JNI is very confusing. To call Java from C++, you have to use JNI. In this recipe, we will explain how to call an Objective-C function or a Java function from C++.

Getting ready

In this case, we will make a new class called Platform. You can get the application version by using this class. Before writing code, you will make three files called Platform.h, Platform.mm, and Platform.cpp in your project.

It is important that you don't add Platform.cpp to Compile Sources in Xcode. That's why Platform.cpp is for an Android target and doesn't need to be built for iOS. If you added it to Compile Sources, you have to remove it from there.

How to do it...

  1. Firstly, you have to make...

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