Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
Arrow right icon
View More author details
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

Summary

Nowadays, it seems like everybody in the world has played or will play a physics-based game at some point in their lives. Box2D is by far the most popular engine in the casual games arena. The commands you learned here can be found in pretty much every port of the engine, including a JavaScript one that is growing in popularity as we speak.

Setting up the engine and getting it up and running is remarkably simple—perhaps too much so. A lot of testing and value tweaking goes into developing a Box2D game and pretty soon you learn that keeping the engine performing as you wish is the most important skill to master when developing physics-based games. Picking the right values for friction, density, restitution, damping, time step, PTM ratio, and so on can make or break your game.

In the next chapter, we'll continue to use Box2D, but we'll focus on what else Cocos2d-x can do to help us organize our games.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime