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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Introduction


Cocos2d-x has a lot of APIs. However, there are no APIs that we need, for example, In-App purchase, push notification, and so on. In this case, we have to create original APIs and need to write Objective-C code for iOS or Java code for Android. In addition, we want to get the device information that it is running on. When we want to adjust for each device, we have to get the device information such as the running application version, device name, dpi on device, and so on. However, doing so is very difficult and confusing. In this chapter, you can write the native code for iOS or Android and get the device information.

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