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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

Using native code


In Cocos2d-x, you can write one source for the cross platform. However, you have to write an Objective-C function or a Java function for the dependency process such as a purchase or push notification. If you want to call Java for Android from C++, you have to use JNI (Java Native Interface). In particular, JNI is very confusing. To call Java from C++, you have to use JNI. In this recipe, we will explain how to call an Objective-C function or a Java function from C++.

Getting ready

In this case, we will make a new class called Platform. You can get the application version by using this class. Before writing code, you will make three files called Platform.h, Platform.mm, and Platform.cpp in your project.

It is important that you don't add Platform.cpp to Compile Sources in Xcode. That's why Platform.cpp is for an Android target and doesn't need to be built for iOS. If you added it to Compile Sources, you have to remove it from there.

How to do it...

  1. Firstly, you have to make...

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