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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

Changing the processing using the platform


You can make the program run on specific parts of the source code for each OS. For example, you will change the file name, the file path, or the image scale by the platform. In this recipe, we will introduce the branching code based on the platform of choice in the case of a complication.

How to do it...

You can change the processing by using the preprocessor as follows:

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) 
    CCLOG("this platform is Android"); 
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 
    CCLOG("this platform is iOS"); 
#else 
    CCLOG("this platfomr is others");
#endif

How it works...

Cocos2d-x defined the CC_TARGET_PLATFORM value in CCPlatformConfig.h. If your game is compiled for Android devices, CC_TARGET_PLATFORM is equal to CC_PLATFORM_ANDROID. If it is compiled for iOS devices, CC_TARGET_PLATFORM is equal to CC_PLATFORM_IOS. Needless to say, there are other values besides Android and iOS. Please check CCPlatformConfig.h.

There...

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