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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

Building the project using Xcode

Getting ready

Before building the project using Xcode, you require Xcode with an iOS developer account to test it on a physical device. However, you can also test it on an iOS simulator. If you did not install Xcode, you can get it from the Mac App Store. Once you have installed it, get it activated.

How to do it...

  1. Open your project from Xcode:

    You can open your project by double-clicking on the file placed at: ~/Documents/MyGame/proj.ios_mac/MyGame.xcodeproj:

    How to do it...
  2. Build and Run using Xcode:

    You should select an iOS simulator or real device on which you want to run your project.

How it works...

If this is your first time building, it will take a long time but continue to build with confidence as it's the first time. You can develop your game faster if you develop and debug it using Xcode rather than Eclipse.

You have been reading a chapter from
Cocos2d-x cookbook
Published in: Nov 2015
Publisher:
ISBN-13: 9781783284757
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