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Cocos2d-x by example (update)
Cocos2d-x by example (update)

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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Profile Icon Roger Engelbert
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£16.99 per month
Full star icon Full star icon Full star icon Full star icon Half star icon 4.9 (10 Ratings)
Paperback Mar 2015 270 pages 1st Edition
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£20.98 £29.99
Paperback
£36.99
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Arrow left icon
Profile Icon Roger Engelbert
Arrow right icon
£16.99 per month
Full star icon Full star icon Full star icon Full star icon Half star icon 4.9 (10 Ratings)
Paperback Mar 2015 270 pages 1st Edition
eBook
£20.98 £29.99
Paperback
£36.99
Subscription
Free Trial
Renews at £16.99p/m
eBook
£20.98 £29.99
Paperback
£36.99
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Renews at £16.99p/m

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Cocos2d-x by example (update)

Chapter 2. You Plus C++ Plus Cocos2d-x

This chapter will be aimed at two types of developers: the original Cocos2d developer who is scared of C++ but won't admit it to his friends and the C++ coder who never even heard of Cocos2d and finds Objective-C funny looking.

I'll go over the main syntax differences Objective-C developers should pay attention to and the few code style changes involved in developing with Cocos2d-x that C++ developers should be aware of. But first, a quick introduction to Cocos2d-x and what it is all about.

You will learn the following topics:

  • What Cocos2d-x is and what it can do for you
  • How to create classes in C++
  • How to memory manage your objects in Cocos2d-x and C++
  • What you get out of Ref

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...

The class interface

This will be done in a .h file. We'll use a text editor to create this file since I don't want any code hinting and autocompletion features getting in the way of you learning the basics of C++ syntax. So for now at least, open up your favorite text editor. Let's create a class interface!

Time for action – creating the interface

The interface, or header file, is just a text file with the .h extension.

  1. Create a new text file and save it as HelloWorld.h. Then, enter the following lines at the top:
    #ifndef __HELLOWORLD_H__
    #define __HELLOWORLD_H__
    #include "cocos2d.h" 
  2. Next, add the namespace declaration:
    using namespace cocos2d;
  3. Then, declare your class name and the name of any inherited classes:
    class HelloWorld : public cocos2d::Layer {
    
  4. Next, we add the properties and methods:
    protected:
    int _score;
    
    public:
    
        HelloWorld();
        virtual ~HelloWorld();
    
        virtual bool init();
        static cocos2d::Scene* scene();
        CREATE_FUNC(HelloWorld);
        void update(float dt);
        inline int addTwoIntegers (int one, int two) {
            return one + two;
        }
    };
  5. We finish by closing the #ifndef statement:
    #endif // __HELLOWORLD_H__

What just happened?

You created a header file in C++. Let's go over the important bits of information:

  • In C++ you include, you do not import...

The class implementation

This will be done in a .cpp file. So let's go back to our text editor and create the implementation for our HelloWorld class.

Time for action – creating the implementation

The implementation is a text file with the .cpp extension:

  1. Create a new text file and save it as HelloWorld.cpp. At the top, let's start by including our header file:
    #include "HelloWorld.h"
  2. Next, we implement our constructor and destructor:
    HelloWorld::HelloWorld () {
        //constructor
    }
    
    HelloWorld::~HelloWorld () {
        //destructor
    }
  3. Then comes our static method:
    Scene* HelloWorld::scene() {
        auto scene = Scene::create();
        
        auto layer = HelloWorld::create();
    
        scene->addChild(layer);
    
        return scene;
    }
  4. And then come our two remaining public methods:
    bool HelloWorld::init() {
        // call to super
        if ( !Layer::init() )
        {
            return false;
        }
        
        //create main loop 
        this->scheduleUpdate();
        
        return true;
    }
    
    void HelloWorld::update (float dt) {
        //the main loop
    }

What just happened?

We created the implementation for our HelloWorld class. Here are the most important bits to take...

Instantiating objects and managing memory

There is no Automatic Reference Counting (ARC) in Cocos2d-x, so Objective-C developers who have forgotten memory management might have a problem here. However, the rule regarding memory management is very simple with C++: if you use new, you must delete. C++11 makes this even easier by introducing special pointers that are memory-managed (these are std::unique_ptr and std::shared_ptr).

Cocos2d-x, however, will add a few other options and commands to help with memory management, similar to the ones we have in Objective-C (without ARC). This is because Cocos2d-x, unlike C++ and very much like Objective-C, has a root class. The framework is more than just a C++ port of Cocos2d. It also ports certain notions of Objective-C to C++ in order to recreate its memory-management system.

Cocos2d-x has a Ref class that is the root of every major object in the framework. It allows the framework to have autorelease pools and retain counts, as well other Objective...

What you get with Ref

With Ref you get managed objects. This means that Ref derived objects will have a reference count property, which will be used to determine whether an object should be deleted from memory or not. The reference count is updated every time an object is added or removed from a Cocos2d-x collection object.

For instance, Cocos2d-x comes with a Vector collection object that extends the functionality of the C++ standard library vector (std::vector) by increasing and decreasing the reference count when objects are added and removed from it. For that reason, it can only store Ref derived objects.

Once again, every Ref derived class can be managed the way things used to be managed in Objective-C before ARC- with retain counts and autorelease pools.

C++, however, comes packed with its own wonderful dynamic list classes, similar to the ones you would find in Java and C#. But for Ref derived objects, you would probably be best served by Cocos2d-x managed lists, or else remember to...

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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Description

If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.

Who is this book for?

If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.

What you will learn

  • Add timesaving and funlooking animations to your projects
  • Make your games look cooler with particle effects
  • Draw lines, circles, and other primitives on the screen
  • Create place holder sprites to quickly test your game ideas
  • Load external data into your games
  • Create projects and deploy them to iOS and Android
  • Prepare your game for a variety of screen sizes and resolutions
  • Use the CocosIDE and the Lua bindings to develop a game

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 26, 2015
Length: 270 pages
Edition : 1st
Language : English
ISBN-13 : 9781785288852
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Product Details

Publication date : Mar 26, 2015
Length: 270 pages
Edition : 1st
Language : English
ISBN-13 : 9781785288852
Tools :

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Total £ 115.97
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Cocos2d-X Game Development Blueprints
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Total £ 115.97 Stars icon

Table of Contents

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

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.9
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iPaul May 29, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Good introduction to Cocos2d-x, you need to an expert C++ programmer though. Also, because of the cocos2d-x history it will help if you at least have an idea of how Objective-C works.
Amazon Verified review Amazon
Hugo Mar 14, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book showed me that the code doesn't need to be too complicated to make a good and fun game. This version of Cocos2d-x is much more simple, if you never have tried in a game project before, you can be happy, is the right time to use it, this framework is mature, easy to understand, with a ton of resources to learn how it works, a big variety tools to do more in games and publish, but, if you already know how this framework works or if you are an experienced game developer, this book will show you how good and easy can be make really good games, the examples showed in this book are full of functionalities to make great games, you can translate your knowledge easy and fast, this framework support C++, JavaScript and Lua, the main focus on the book is C++ and show how easy is to do cool effects with the games, in the last example he makes a kind of super loved by mobile gamers in Lua. In the first chapters he teaches how to install and the basics of the framework, he also gives examples of tools that he use and are recommended to create spitesheets, particles, bitmap fonts and sound effects. If you already know C++ or another Object Oriented programming language, I think that the examples will show you the framework in a way that you will not be scared by the code, but if you've never used C++ or another Object Oriented programming language... this can be hard, but if you read again the book become easy, the examples showed are clear, you will take it. All the effort will be worth on you first game done, when you play something that you've made is one of the best things, all you need to start is on the book learn by examples mix some techniques and practice more and more, as soon as you can imagine your games will be good to show to your friends and make some money. I liked that the examples are simple, the code is explained block by block, game features that you and your users appreciate are showed and the examples explain how to work with physics Box2D and Chipmunk, particles, primitive draws, touch, collision and much more. This book is totally recommended if you want to learn or if you want to take advantage of the framework to make professional games.
Amazon Verified review Amazon
Jaime Sierra May 15, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Hello everyone, I'm Chilean and this book (2nd Edition) I looked forward, I am programmer Cocos2D ObjC is good but is only for iOS, but Cocos2D-x can be programmed for iOS and Android, which is great advantage . I tried for months to learn Cocos2D-x from many web, but it was not clear to me now to the book "Cocos2d-x by Example: Beginner's Guide - Second Edition" is updated and a true guide to set up my computer, and to design in C ++ as well as several aspects that are familiar to cocos2D ObjC. There is an excellent support service from the same publisher, respond quickly and well detailed.In short, excellent book.
Amazon Verified review Amazon
Christian S. Jun 10, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The first version of this book was my second book I bought from Packt about 2 years ago. At that time I completed the book in a couple of months. Roger Engelbert did a splendid work in creating the examples and progressively increasing the difficulty to expose different concepts in each chapter. Considering how difficult it is to introduce C++ in an Objective-C and Java environment, they were carefully explained and easy to follow and the code just run as expected.This second edition does not disappoint. Besides updating all the libraries and frameworks to the most current versions (2 years in the mobile world is a lot!), the examples and explanations remain clear, carefully crafted.The mayor difference with the first edition is Chapter 10. It replaced the same chapter in the first edition (Eclipse setup in C++ for crossplatform builds) with the latest CocosIDE and Lua, which did not exist when the first version was released. This chapter feels like a cliffhanger waiting for a next book to show all the potential of Lua and the new CocosIDE.
Amazon Verified review Amazon
juan Oct 09, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
es muy bueno el libro
Amazon Verified review Amazon
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