Building Android Games with Cocos2d-x by Raydelto Hernandez

By Raydelto Hernandez

Approximately This Book

Create enjoyable physics video games to rival the bestselling video games on Google Play
keep time by means of growing your Android video games utilizing this built-in framework
discover ways to create an easy online game utilizing step by step directions supplied in the course of the book

Who This e-book Is For

If you will have a easy figuring out of the C++ programming language and need to create videogames for the Android platform, then this expertise and e-book is perfect for you.
In Detail

Cocos2d-x is a multi-platform C++ gaming framework in energetic improvement maintained via Chukong applied sciences. It wraps all of the crucial components wanted for making a video game, making the duty of video game development very developer-friendly.

Starting with a necessary primer to get you up and operating together with your improvement atmosphere, you'll speedy dive in to exploring the most recent model of this framework. you'll comprehend significant framework advancements to render gadgets at lightning velocity, expand and hold code simply, and increase the label API so as to add nice performance resembling glow, shadows, and descriptions to labels.

Through the construction of a true video game, you are going to discover the center parts of improvement together with Physics, allowing you to create lifelike sprite hobbies, and particle structures to dynamically simulate explosions, fireplace, rain, and smoke, in addition to exploring the sound engine to make your online game extra strong. end through integrating Cocos2d-x C++ code with local Android code to release video games with the vintage Java Android program.

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Example text

Physics engines encapsulate all the complexity related to giving our scene realistic motions, such as adding gravity to an object so it is attracted to the bottom of the screen, or detecting collision between bodies and so on. While working with physics, we should keep in mind that we are dealing with a physics world in our scene, and that all the physics elements participating in the world are known as physics bodies. These bodies have properties such as mass, position, and rotation. These may be changed to customize the bodies.

Your game will be shown in landscape by default, but if you wish to create a game that runs in portrait mode, then you should change the android:screenOrientation value from landscape to portrait. xml file; it will affect the launcher icon's text and the application identifier within the Android OS. When you are creating your own games, you will have to create your own classes, and those will often be more than the two classes that were created by the script. mk make file located inside the jni folder of your new project directory structure.

21 ] Graphics Setting anchor points All sprites have a reference point called the anchor point. When we position a sprite using the setPosition method, what the framework actually does is that it sets the specified two-dimensional position to the anchor point so that it affects the whole image. By default, the anchor point is set to the sprite's center, as we can see in the following image: Understanding the Cocos2d-x coordinate system The Cocos2d-x coordinate system, unlike most of the computerized graphic engines, has its origin (0,0) at the lower left part of the screen, as we can see in the following image: So if we want to position our sprite at the origin point (0,0), we can achieve it by calling the setPosition method contained in the sprite class.

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