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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

So what is Lua like?

At the heart of Lua (which means moon in Portuguese), you have the table. You may think of it as being similar to a JavaScript object, only it's much more than that. It plays the part of arrays, dictionaries, enumerations, structures, and classes, among other things. It makes Lua the perfect language to manage large sets of data. You write a script that handles the data, and then keep feeding it different "stuff." An inventory or shop system, an interactive children's book—these types of projects could all benefit from Lua's table-centric power, as they can be built around a fixed template with a data table at its core.

Its syntax, for those not used to a scripting language, can be a little odd, with its dos, thens, and ends. But once you get past this initial hurdle, you'll find Lua quite user-friendly. Here are some of the "oddities" in its syntax:

-- a comment
--[[ 
a 
multiline 
comment 
]]
-- a table declared as a local...
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