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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Time for action – creating placeholder sprites


So let me show you how to do that:

  1. Go ahead and download the 4198_06_START_PROJECT.zip file if you haven't done so already.

  2. When you open the project in Xcode, you will see all the classes we'll need for the game, and we'll go over them in a second. But for now, just go to GameLayer.cpp.

  3. Scroll down to the last createGameScreen method and add the following lines:

    auto quickSprite = Sprite::create("blank.png");
    quickSprite->setTextureRect(Rect(0, 0, 100, 100));
    quickSprite->setColor(Color3B(255,255,255));
    
    quickSprite->setPosition(Vec2(_screenSize.width * 0.5, _screenSize.height * 0.5));
    this->addChild(quickSprite);

    And that's it. The sprite is created with a texture called blank.png. This is a 1 x 1 pixel white square you will find in the Resources folder. Then we set the size of the sprite's texture rectangle to 100 x 100 pixels (setTextureRect), and fill it with a white color (setColor). By resizing the texture rectangle, we in effect...

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