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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Creating scenes


The scene concept is very important within the Cocos2d-x game engine, since all the displayed screens in our game are considered scenes. Creating an analogy between Cocos2d-x and the Android native Java development, we can say that a Cocos2d-x scene is equivalent to what Android calls activity.

In the previous chapter we introduced the AppDelegate class, and we explained that it has the responsibility of loading the framework on the device and then executing the game-specific code. This class contains the ApplicationDidFinishLaunching method, which is the entry point of our code. In this method, we instantiate the scene that is going to first be displayed in our game, and then request the director to load it, as we can see in the following code listing:

bool AppDelegate::applicationDidFinishLaunching() {
    auto director = Director::getInstance();
  // OpenGL initialization done by cocos project creation script
    auto glview = director->getOpenGLView();
    auto scene...
You have been reading a chapter from
Building Android Games with Cocos2d-x
Published in: Mar 2015
Publisher: Packt
ISBN-13: 9781785283833
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