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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

Creating animations

When the characters in a game start to move, the game will come alive. There are many ways to make animated characters. In this recipe, we will animate a character by using multiple images.

Getting ready

You can create an animation from a series of the following image files:

Getting ready

You need to add the running girl's animation image files to your project and clean your project.

Tip

Please check the recipe Creating sprites, which is the first recipe in this chapter, on how to add images to your project.

How to do it...

You can create an animation using a series of images. The following code creates the running girl's animation.

auto animation = Animation::create();
for (int i=1; i<=8; i++) {  // from run_01.png to run_08.png
    std::string name = StringUtils::format("res/run_%02d.png", i);
    animation->addSpriteFrameWithFile(name.c_str());
}
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
animation->setLoops(10);
auto...
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