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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

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...

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