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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

Using SQLite


You can save and load game data easily by using the database in your game. In a smartphone application, the database called SQLite is usually used. SQLite is easy to use. However, you have to set a few things before using it. In this recipe, we will explain how to set up and use SQLite in Cocos2d-x.

Getting ready

Cocos2d-x doesn't have an SQLite library. You have to add SQLite's source code to Cocos2d-x.

You need to download the source code from the site http://sqlite.org/download.html. The latest version at the time of writing this book is version 3.8.10. You can download this version's .zip file and expand it. Then, you can add the resulting files to your project as shown in the following image:

In this recipe, we will create an original class called SQLiteManager. So, you have to add the SQLiteManager.h and SQLiteManager.cpp files to your project.

Then, if you build for Android, you have to edit proj.android/jni/Android.mk as follows:

LOCAL_SRC_FILES := hellocpp/main.cpp \ 
  ...
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