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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Creating sprites


Sprites are the most important things in games. They are images that are displayed on the screen. In this recipe, you will learn how to create a sprite and display it.

Getting ready

You can add the image that you made in the previous chapter into your project, by performing the following steps:

  1. Copy the image into the Resource folder MyGame/Resources/res.

  2. Open your project in Xcode.

  3. Go to Product | Clean from the Xcode menu.

You have to clean and build when you add new images into the resource folder. If you did not clean after adding new images, then Xcode will not recognize them. Finally, after you add the run_01.png to your project, your project will be seen looking like the following screenshot:

How to do it...

We begin with modifying the HelloWorld::init method in the following code:

bool HelloWorld::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    Size size = Director::getInstance()->getWinSize();
    auto sprite = Sprite::create("res/run_01.png"...
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