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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

Using sprite sheets in Cocos2d-x


A sprite sheet is a way to group multiple images together in one image file. In order to texture a sprite with one of these images, you must have the information of where in the sprite sheet that particular image is found (its rectangle).

Sprite sheets are often organized in two files: the image one and a data file that describes where in the image you can find the individual textures.

I used TexturePacker to create these files for the game. You can find them inside the ipad, ipadhd, and iphone folders inside Resources. There is a sprite_sheet.png file for the image and a sprite_sheet.plist file that describes the individual frames inside the image.

This is what the sprite_sheet.png file looks like:

Batch drawing sprites

In Cocos2d-x, sprite sheets can be used in conjunction with a specialized node, called SpriteBatchNode. This node can be used whenever you wish to use multiple sprites that share the same source image inside the same node. So you could have multiple...

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