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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

Using scenes in Cocos2d-x

Scenes are mini applications themselves. If you have experience as an Android developer, you may think of scenes as activities. Of all the classes based on node, the Scene application is the most architecturally relevant, because the Director class runs a scene, in effect running your application.

Part of the benefit of working with scenes is also part of the drawback: they are wholly independent and ignorant of each other. The need to share information between scenes will be a major factor when planning your game class structure.

Also, memory management may become an issue. A currently running scene will not give up its ghost until a new scene is up and running. So, when you use transition animations, keep in mind that for a few seconds, both scenes will exist in memory.

In Eskimo, I initialize scenes in two different ways. With MenuLayer and LevelSelectLayer, each time the user navigates to either one of these scenes, a new layer object is created (either a new...

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