Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
Arrow right icon
View More author details
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

Time for action – publishing the game with the Cocos IDE

In order to build and publish the game, we'll need to tell the IDE a few things. I'll show you how to publish the game for Android, but the steps are very similar for any of the other targets:

  1. First, let's tell the IDE where to find the Android SDK, NDK, and ANT, just as we did when we installed the Cocos2d-x console. In the IDE, open the Preferences panel. Then, under Cocos, enter the three paths just like we did before (remember that for ANT, you need to navigate to its bin folder).
    Time for action – publishing the game with the Cocos IDE
  2. Now, in order to build the project, you need to select the fourth button at the top of the IDE (from the left-hand side), or right-click on your project and select Cocos Tools. You'll have different options available depending on which stage you are at in the deployment process.
    Time for action – publishing the game with the Cocos IDE

    First, the IDE needs to add the native code support, and then it builds the project inside a folder called frameworks (it will contain an iOS, Mac OS...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime