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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

Actions in a nutshell


If you remember, a node will store information about position, scale, rotation, visibility, and opacity of a node. And in Cocos2d-x, there is an Action class to change each one of these values over time, in effect animating these transformations.

Actions are usually created with a static method create. The majority of these actions are time-based, so usually the first parameter you need to pass an action is the time length for the action. So for instance:

auto fadeout = FadeOut::create(1.0f);

This creates a fadeout action that will take one second to complete. You can run it on a sprite, or node, as follows:

mySprite->runAction(fadeout);

Cocos2d-x has an incredibly flexible system that allows us to create any combination of actions and transformations to achieve any effect we desire.

You may, for instance, choose to create an action sequence (Sequence) that contains more than one action; or you can apply easing effects (EaseIn, EaseOut, and so on) to your actions. You...

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