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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

Creating and coding enemy animation


Now, let's create a similar spritesheet and data file for the enemy also. All the required files for the enemy frames are provided in the chapter's Resources folder. If for some reason you are not able to create the spritesheet, the spritesheet and data file that I have used in the book are also provided.

So, once you create the spritesheet for the enemy, it should look something like the following screenshot. Don't worry if the images are shown in the wrong sequence, just make sure that the files are numbered correctly from 1 to 4 and it is in the sequence in which the animations needs to be played.

Now, place the enemy_anim.png spritesheet and data file in the Resources folder in the directory, and add the following lines of code in the Enemy.cpp file to animate the enemy:

    
//enemy animation       
CCSpriteBatchNode* spritebatch = CCSpriteBatchNode::create("enemy_anim.png");
    
CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache...
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