Book Image

Cocos2d-x Cookbook

By : Akihiro Matsuura
Book Image

Cocos2d-x Cookbook

By: Akihiro Matsuura

Overview of this book

Table of Contents (18 chapters)
Cocos2d-x Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Preface

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.

With this book, we aim to provide you with a detailed guide to create 2D games with Cocos2d-x from scratch. You will learn everything, from the fundamental stage, all the way up to an advanced level. We will help you successfully create games with Cocos2d-x.

What this book covers

Chapter 1, Getting Started with Cocos2d-x, covers the installation process for Cocos2d-x, also teaches you how to create a project, and talks about how to build a project for multi-platform.

Chapter 2, Creating Sprite, teaches you to create the sprites, animations and actions.

Chapter 3, Working with Labels, shows how to display the strings, and create labels.

Chapter 4, Building Scenes and Layers, teaches you to create scenes and layers, and how to change the scenes.

Chapter 5, Creating GUIs, talks about creating the GUI parts such as button and switches that are essential to a game.

Chapter 6, Playing Sounds, gives information on playing the background music and sound effects.

Chapter 7, Working with Resource files, teaches you how to manage the resource files, also talks about how to using the database.

Chapter 8, Working with Hardware, guides you on how to access native features.

Chapter 9, Controlling Physics, tells you how to use physics on sprites.

Chapter 10, Improving Games with Extra Features, teaches you to use extra features on Cocos2d-x, and using various tools.

Chapter 11, Taking Advantages, talks about using practical tips on games, and improving the games.

What you need for this book

You will need a Mac that runs on OS X 10.10 Yosemite. Most of the tools that we will use throughout this book are free to download and try. We've explained how to download and install them.

Who this book is for

If you are a game developer and want to learn more about cross-platform game development in Cocos2d-x, then this book is for you. Knowledge of C++, Xcode, Eclipse, and how to use commands in the terminal are the prerequisites for this book.

Sections

In this book, you will find several headings that appear frequently (Getting ready, How to do it, How it works, There's more, and See also).

To give clear instructions on how to complete a recipe, we use these sections as follows:

Getting ready

This section tells you what to expect in the recipe, and describes how to set up any software or any preliminary settings required for the recipe.

How to do it…

This section contains the steps required to follow the recipe.

How it works…

This section usually consists of a detailed explanation of what happened in the previous section.

There's more…

This section consists of additional information about the recipe in order to make the reader more knowledgeable about the recipe.

See also

This section provides helpful links to other useful information for the recipe.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "If you need to compile a file other than the extension .cpp file."

A block of code is set as follows:

CPP_FILES := $(shell find $(LOCAL_PATH)/../../Classes -name *.cpp)
LOCAL_SRC_FILES := hellocpp/main.cpp
LOCAL_SRC_FILES += $(CPP_FILES:$(LOCAL_PATH)/%=%)

LOCAL_C_INCLUDES := $(shell find $(LOCAL_PATH)/../../Classes -type d)

Any command-line input or output is written as follows:

$ ./build_native.py

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "You select Android Application and click on OK."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

To send us general feedback, simply e-mail , and mention the book's title in the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Downloading the color images of this book

We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from http://www.packtpub.com/sites/default/files/downloads/B00561_Graphics.pdf.

Errata

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To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

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We appreciate your help in protecting our authors and our ability to bring you valuable content.

Questions

If you have a problem with any aspect of this book, you can contact us at , and we will do our best to address the problem.