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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 events in your game

Earlier versions of the framework used an Objective-C-inspired feature of notifications. But this particular API is already on its way to being deprecated. Instead, you should use the all-knowing Director and its Dispatcher (the same object we've been talking to when listening to touch events).

If you have ever worked with an MVC framework or developed a game AI system, you are probably familiar with a design pattern called the Observer Pattern. This consists of a central message dispatcher object other objects can subscribe to (observe) in order to listen to special messages, or order it to dispatch their own messages to other subscribers. In other words, it's an event model.

With Cocos2d-x, this is done very quickly and easily. Let me give you an example used in Eskimo.

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