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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

What are vectors?

First, let's do a quick refresh on vectors and the way you can use Cocos2d-x to deal with them.

So what is the difference between a vector and a point? At first, they seem to be the same. Consider the following point and vector:

  • Point (2, 3.5)
  • Vec2 (2, 3.5)

The following figure illustrates a point and a vector:

What are vectors?

In this figure, they each have the same value for x and y. So what's the difference?

With a vector, you always have extra information. It is as if, besides those two values for x and y, we also have the x and y of the vector's origin, which in the previous figure we can assume to be point (0, 0). So the vector is moving in the direction described from point (0, 0) to point (2, 3.5). The extra information we can derive then from vectors is direction and length (usually referred to as magnitude).

It's as if a vector is a person's stride. We know how long each step is, and we know the direction in which the person is walking.

In game development,...

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