Index
A
- accelerometer events
- handling / Handling accelerometer events
- actions
- defining / Understanding actions
- sprites, moving / Moving sprites
- sequences, creating / Creating sequences
- AdMob
- AdMob ID
- URL / Adding the Java code
- ads
- adding, to game by inserting Java code / Adding ads to the game by inserting Java code
- Android application configuration / Android application configuration
- Android back key pressed event
- handling / Handling the Android back key pressed event
- Android Development Tools (ADT) / Setting up the Android SDK
- Android manifest
- modifying / Modifying the Android manifest
- Java code, adding / Adding the Java code
- Android Native Development Kit
- setting up / Setting up the Android Native Development Kit
- Android SDK
- setting up / Setting up the Android SDK
- downloading / Downloading the Android SDK
- Eclipse, downloading / Downloading Eclipse
- Eclipse ADT plugin, setting up / Setting up the Eclipse ADT plugin
- Apache Ant
- setting up / Setting up Apache Ant
- URL / Setting up Apache Ant
- applicationDidFinishLaunching method
- about / Putting everything together
- audio engine
- about / The new audio engine
- features, including / New features included in the new audio engine
- mute button, adding to game / Adding a mute button to our game
- audio properties
- modifying / Modifying audio properties
- audio, handling / Handling audio when leaving the game
B
- background music
- bitmap font labels
- creating / Creating bitmap font labels
- bombs, adding to game / Adding more bombs to our game
C
- C++ lambda functions
- URL / Handling the touch event
- Cocos2d-x
- about / Cocos2d-x overview
- setting up / Setting up Cocos2d-x
- first project, creating / Creating your first project
- Eclipse IDE, setting up / Setting up the Eclipse IDE
- Cocos2d-x game
- Java code, adding to / Adding Java code to the Cocos2d-x game
- Cocos2d-x objects
- collections, creating of / Creating collections of the Cocos2d-x objects
- bombs, exploding / Exploding bombs
- Cocos2d-x structure
- defining, for Android platform / Understanding the Cocos2d-x structure for the Android platform
- collections
- creating, of Cocos2d-x objects / Creating collections of the Cocos2d-x objects
- collision detection
- about / Collision detection
- customized particle systems
- creating / Creating customized particle systems
- custom time interval
- about / Adding more bombs to our game
E
- Eclipse
- downloading / Downloading Eclipse
- URL / Downloading Eclipse
- Eclipse ADT plugin
- Eclipse IDE
- setting up / Setting up the Eclipse IDE
- environment
- configuring / Configuring the environment
- Event Dispatcher mechanism
- defining / Understanding the Event Dispatcher mechanism
G
- game
- pausing / Pausing the game
- resources files, organizing / Organizing our resources files
- pause scene header file, creating / Creating our pause scene header file
- pause scene implementation file, creating / Creating the pause scene implementation file
- game menus
- about / Game menus
- multiple screen resolutions, handling / Handling multiple screen resolutions
- implementation file / Putting everything together
- Glyph Designer
- about / Creating bitmap font labels
- URL / Creating bitmap font labels
- Glyph Designer X / Creating bitmap font labels
- gravity
- handling / Handling gravity
- physics properties, handling / Handling physics properties
H
- HelloWorldScene.h header file
- displaying / Putting everything together
- about / Putting everything together
J
- Java
- setting up / Setting up Java
- Java code
- adding, to Cocos2d-x game / Adding Java code to the Cocos2d-x game
- inserting, for adding ads / Adding ads to the game by inserting Java code
- embedding, in Cocos2d-x game / Putting everything together
- JDK 6
- URL / Setting up Java
- JNI capabilities
- defining / Understanding the JNI capabilities
L
- Littera
- about / Creating bitmap font labels
- URL / Creating bitmap font labels
M
- multi-touch events
- handling / Handling multi-touch events
N
- Native Development Kit (NDK) / Understanding the Cocos2d-x structure for the Android platform
- nodes
- defining / Understanding nodes
O
- onCollision method
- about / Putting everything together
P
- Particle Designer
- particle systems
- adding, to game / Adding particle systems to our game, Putting everything together
- configuring / Configuring the particle systems
- URL / Creating customized particle systems
- pause scene header file
- creating / Creating our pause scene header file
- pause scene implementation file
- creating / Creating the pause scene implementation file
- transitions / Transitions
- physics properties, gravity
- handling / Handling physics properties
- velocity, applying / Applying velocity
- linear damping / Linear damping
- force, applying / Applying force
- impulse, applying / Applying impulse
- torque, applying / Applying torque
- physics world
- setting up / Setting up the physics world
- Python
- setting up / Setting up Python
R
- red, green and blue (RGB)
- about / Adding label effects
S
- scenes
- creating / Creating scenes
- Layer class, defining / Understanding Layers
- Cocos2d-x director, using / Using the director
- screen touch
- maintaining / Keeping the screen alive
- sound effects
- source code, Cocos2d-x
- URL / Setting up Cocos2d-x
- sprites
- defining / Understanding sprites
- creating / Creating sprites
- positioning / Positioning sprites
- anchor points, setting / Setting anchor points
- Cocos2d-x coordinate system, defining / Understanding the Cocos2d-x coordinate system
- adding, to scene / Adding sprites to the scene
- positioning, outside visible area / Positioning sprites outside the visible area
- player sprite, positioning / Positioning the player sprite
- animating / Animating sprites
- performance, improving with sprite sheets / Improving performance with sprite sheets
- system fonts
- creating / Creating system fonts
T
- template code
- about / Template code walk-through
- Java classes / Java classes
- Android application configuration / Android application configuration
- C++ classes / C++ classes
- scenes / Scenes
- touch event
- handling / Handling the touch event
- multi-touch events, handling / Handling multi-touch events
- TrueType font labels
- creating / Creating TrueType font labels
- GameOverScene, creating / Creating our GameOverScene
- GameOverScene, calling when player loses / Calling our GameOverScene when a player loses
- Gameover scene, customizing / Customizing the GameOverScene
- label effects, adding / Adding label effects
W
- What You See Is What You Get (WYSIWYG)