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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 SpriteBatchNode


Let's begin implementing the createGameScreen method in GameLayer.cpp. Just below the lines that add the bg sprite, we instantiate our batch node:

void GameLayer::createGameScreen() {

  //add bg
  auto bg = Sprite::create("bg.png");
  ...

  SpriteFrameCache::getInstance()->
  addSpriteFramesWithFile("sprite_sheet.plist");
  
  _gameBatchNode = SpriteBatchNode::create("sprite_sheet.png");
  this->addChild(_gameBatchNode);

In order to create the batch node from a sprite sheet, we first load all the frame information described by the sprite_sheet.plist file into SpriteFrameCache. And then we create the batch node with the sprite_sheet.png file, which is the source texture shared by all sprites added to this batch node. (The background image is not part of the sprite sheet, so it's added separately before we add _gameBatchNode to GameLayer.)

Now we can start putting stuff inside _gameBatchNode.

  1. First, the city:

    for (int i = 0; i < 2; i++) {
     ...
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