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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Cocos2d-x – an introduction


So what is a 2D framework? If I had to define it in as few words as possible, I'd say rectangles in a loop.

At the heart of Cocos2d-x, you find the Sprite class and what that class does, in simple terms, is keep a reference to two very important rectangles. One is the image (or texture) rectangle, also called the source rectangle, and the other is the destination rectangle. If you want an image to appear in the center of the screen, you will use Sprite. You will pass it the information of what and where that image source is and where on the screen you want it to appear.

There is not much that needs to be done to the first rectangle, the source one; but there is a lot that can be changed in the destination rectangle, including its position on the screen, its size, opacity, rotation, and so on.

Cocos2d-x will then take care of all the OpenGL drawing necessary to display your image where you want it and how you want it, and it will do so inside a render loop. Your code...

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