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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

Loading the level data

In Eskimo, since I only have five levels, I chose to have one .plist file that contains all levels. This may not be the best option in a larger game.

Although Apple devices will load and parse the .plist files quickly, the same may not be true for other targets. So limit the size of your .plist files by organizing the data into multiple files. You've probably seen games that divide their levels into multiple groups or packs. This is a simple way to create an extra preloading screen your game can use to parse level data. This can also be used as a means to keep file sizes to a minimum.

In Eskimo, we could have the .plist files containing 10 levels each, for instance, and then 10 groups of these, totaling 100 levels.

So it's time to load our .plist file and parse the data for our levels.

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