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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Chapter 2. Displaying the Hero and Controls

In the previous chapter, we saw the inside workings of Cocos2d-x, where we saw which projects and libraries were included. We also looked at the project and folder structure of a single project and dug deeper into understanding the classes that act as the basic building blocks for creating any game.

From this chapter, we will look at how to take those building blocks and make a functional game out of it.

In this chapter, we will see how to display objects, such as the background image and player, and position them on the screen. Once the player is on the screen, the next thing we will do is make her move around. We will look at different ways that the hero can be controlled in.

The things you will learn in this chapter are the following:

  • How to display the background image
  • How to display the hero
  • How to move the hero using the following:
    • Actions
    • Accelerometer
    • Touches
    • Custom controls
You have been reading a chapter from
Learning Cocos2d-x Game Development
Published in: Sep 2014
Publisher:
ISBN-13: 9781783988266
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