Download E-books Building Android Games with Cocos2d-x PDF

Learn to create enticing and awesome video games for Android utilizing Cocos2d-x

About This Book

  • Create enjoyable physics video games to rival the bestselling video games on Google Play
  • Save time via growing your Android video games utilizing this built-in framework
  • Learn to create an easy video game utilizing step by step directions supplied in the course of the book

Who This ebook Is For

If you might have a uncomplicated figuring out of the C++ programming language and wish to create videogames for the Android platform, then this expertise and booklet is perfect for you.

What you are going to Learn

  • Set up your paintings environment
  • Learn the right way to create photograph parts and animate them
  • Use the integrated physics engine to make your video games extra realistic
  • Manage consumer interplay utilizing the contact and accelerometer capabilities
  • Boost your game's appearance by way of studying so as to add textual content and utilizing precise variety and bitmap fonts
  • Enhance your video game by means of including sound results and history music
  • Discover tips on how to upload wealthy explosion results utilizing particle systems
  • Add local Java code for your Android game

In Detail

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

Starting with a necessary primer to get you up and operating along with your improvement setting, you are going to quick dive in to exploring the most recent model of this framework. you'll comprehend significant framework advancements to render items at lightning velocity, expand and retain code simply, and increase the label API so as to add nice performance reminiscent of glow, shadows, and descriptions to labels.

Through the production of a true online game, you are going to discover the middle elements of improvement together with Physics, allowing you to create sensible sprite events, and particle structures to dynamically simulate explosions, hearth, rain, and smoke, in addition to exploring the sound engine to make your video game extra powerful. end by way of integrating Cocos2d-x C++ code with local Android code to release video games with the vintage Java Android application.

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EraseObject(bomb); } go back actual; } [ 103 ] Creating Particle platforms developing personalized particle structures up to now, we've got attempted the entire particle platforms which are bundled with the Cocos2d-x framework, yet in the course of our trip as video games builders, there'll be many events the place we are going to need to create our personal particle structures. There are instruments which enable us to create particle platforms and regulate their houses in a truly graphical approach. this enables us to create the What you notice Is What You Get (WYSIWYG) form of particle procedure. the most typical program for growing the particle platforms, that is truly pointed out a number of occasions in the respectable Cocos2d-x documentation, is termed Particle clothier. it really is presently on hand just for the Mac OS, and also you have to purchase the license for you to export the particle method to a plist dossier. you could obtain it and take a look at it at no cost from the next hyperlink: https://71squared. com/ particledesigner. The Particle fashion designer is proven within the following screenshot: you may as well create your particle platforms in a graphical approach through the use of the next net app hosted at http://www. particle2dx. com/ at no cost: [ 104 ] Chapter 7 you may as well use the V-Play particle editor, that are downloaded and used at no cost at the home windows, Android, iOS, and Mac systems. those instruments can be found and will be downloaded from http://games. v-play. net/particleeditor. through the use of any of the formerly pointed out instruments, you could regulate the particle process homes, comparable to max debris, length, lifetime, emission expense, and perspective, after which put it aside in a plist dossier. [ one hundred and five ] Creating Particle platforms we've created our personal particle process and exported it to a plist dossier. we're together with it within the code archive bundled with the resource code of this bankruptcy. we have now put this plist dossier in a newly created folder, that is within the assets listing named debris. on the grounds that our plist dossier isn't really within the root of the assets folder, we have to upload the debris listing to the quest direction in the applicationDidFinishLaunching approach to the AppDelegate classification by means of including the next line of code simply after including the sounds listing to the searchPaths: searchPaths. push_back("particles"); the subsequent code directory exhibits the best way to demonstrate our customized particle procedure through the use of the ParticleSystemQuad classification and passing as a parameter to its create static approach the identify of the plist dossier generated through the use of the software: bool HelloWorld::explodeBombs(cocos2d::Touch* contact, cocos2d::Event* event){ Vec2 touchLocation = touch->getLocation(); cocos2d::Vector toErase; for(auto bomb : _bombs){ if(bomb->getBoundingBox(). containsPoint(touchLocation)){ AudioEngine::play2d("bomb. mp3"); automobile explosion = ParticleSystemQuad::create("explosion. plist"); explosion->setPosition(bomb->getPosition()); this->addChild(explosion); bomb->setVisible(false); this->removeChild(bomb); toErase. pushBack(bomb); } } for(auto bomb : toErase){ _bombs. eraseObject(bomb); } go back real; } As one can find now we have additionally additional a line of code for enjoying an audio every time a bomb reaches our participant sprite, in order that it provides a extra sensible influence.

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