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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Coding the player walk cycle


If you want to test the animations in the current project itself, add the following to the HelloWorldScene.h file first:

#include <spine/spine-cocos2dx.h>

Include the spine header file and create a variable named skeletonNode of the CCSkeletalAnimation type:

extension::CCSkeletonAnimation* skeletonNode;

Next, we initialize the skeletonNode variable in the HelloWorldScene.cpp file:

    skeletonNode = extension::CCSkeletonAnimation::createWithFile("player.json", "player.atlas", 1.0f);
    skeletonNode->addAnimation("runCycle",true,0,0);
    skeletonNode->setPosition(ccp(visibleSize.width/2 , skeletonNode->getContentSize().height/2));
    addChild(skeletonNode);

Here, we give the two data files into the createWithFile() function of CCSkeletonAnimation. Then, we initiate it with addAnimation and give it the animation name we gave when we created the animation in Spine, which is runCycle. We next set the position of the skeletonNode; we set it right above...

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