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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

Animation basics

First of all, let's discuss what animation is. An animation is made up of different images that are played in a certain order and at a certain speed, for example, movies that run images at 30 fps or 24 fps, depending on which format it is in, NTSC or PAL. When you pause a movie, you are actually seeing an individual image of that movie, and if you play the movie in slow motion, you will see the frames or images that make up the full movie.

In games while making animations, we will do the same thing: adding frames and running them at a certain speed. We will control the images to play in a particular sequence and interval by code.

For an animation to be "smooth", you should have at least 24 images or frames being played in a second, which is known as fps. Each of the images in the animation is called a frame.

Let's take the example of a simple walk cycle. Each walk cycle should be of 24 frames. You might say that it is a lot of work, and for sure it is...

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