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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Getting to know sprite sheets

The first game we made was so simple that it just used a single image file. But the story of our dragon will need much more. So, we finally have enough art to actually collate it into a sprite sheet. As you may already know, a sprite sheet is an image that contains many other images. A sprite sheet needs a texture file and an information file to tell the engine where each individual image or frame lies within the texture. Since this is a fairly small game, you have just one sprite sheet that looks like this:

Getting to know sprite sheets

I created this sprite sheet and the corresponding plist using Texture Packer. Texture Packer is a great utility that helps you compose all of your sprite frames into a single sprite sheet. This is just one of the many things Texture Packer can do for you and your graphics artist. You can find Texture Packer and relevant information at the following URL:

https://www.codeandweb.com/texturepacker

You must load a sprite sheet into the cc.SpriteFrameCache if...

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