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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Creating and reusing collectibles


While creating games, sometimes you may come across some of your game elements repeating themselves over and over as the level progresses. Consider you have a side-scrolling platform where your character is supposed to collect things such as coins, stars, health packs, and so on. Now, you might want to create these elements just before they enter the screen and delete them when the character collects them or when they exit the screen. However, this may not be the most efficient approach.

So, I will show you a commonly used technique of pooling or caching your game's elements so that they can be reused. What this means is that you will create a predefined maximum number of elements and place them in a container when the game or level loads. When required, elements will be removed from this container and merely added to the game world. Conversely, after their task is finished, they will be removed from the game world and added back to the container. This way...

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