Editorial Reviews. About the Author. Roger Engelbert. Roger Engelbert is a game developer Cocos2d-x by Example Beginner's Guide site Edition. by Roger. Editorial Reviews. About the Author. Roger Engelbert. Roger Engelbert is a game developer, with over 10 years of experience developing online games. Cocos2d-x by Example: Beginner's Guide - Second Edition. Roger Engelbert. March pages. 8 hours 6 minutes. Unleash your inner.
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"Cocos2d-X by Example Beginner's Guide" allows you to build your own cross platform games using all the benefits of a time tested framework. 要做的一些事的记录. Contribute to cjl/ development by creating an account on GitHub. Read Download Cocos2d-X by Example Beginner's Guide |PDF books PDF Free Download Here.
Why ? Finally, you create an action to move the projectile to the target position over two seconds and then remove itself from the scene.
Build and run your app; touch the screen to make your ninja fire away at the oncoming hordes! Collision Detection and Physics You now have shurikens flying everywhere — but what your ninja really wants to do is to lay some smack down. One nice thing about Cocos2d-x is it comes with a physics engine built right in! Not only are physics engines great for simulating realistic movement, but they are also great for detecting collisions.
Start by adding the following code to HelloWorldScene. You'll use these categories to assign types to your objects, allowing you to specify which types of objects are allowed to collide with each other. Note: You may be wondering what this fancy syntax is. The category on Cocos2d-x is simply a single bit integer; this syntax sets specific bits in the integer to represent different categories, giving you 32 possible categories max. Here you set the first bit to indicate a monster, the next bit over to represent a projectile, and so on.
Cocos2d-x uses a PhysicsWorld to control its physics simulation. Here you set the world's gravity to zero in both directions, which essentially disables gravity, and you enable debug drawing to see your physics bodies. It's helpful to enable debug drawing while you're prototyping physics interactions so you can ensure things are working properly. Physics bodies represent the object in Cocos2d-x's physics simulation, and you can define them using any shape. In this case, you use a rectangle of the same size as the sprite as a decent approximation for the monster.
You could use a more accurate shape, but simpler shapes are good enough for most games and more performant. Sets the sprite to be dynamic. This means that the physics engine will not apply forces to the monster.
Instead, you'll control it directly through the MoveTo actions you created earlier. Here, you set the category, collision and contact test bit masks: Category: defines the object's type — Monster. Collision: defines what types of objects should physically affect this object during collisions — in this case, None.
Because this object is also dynamic, this field has no effect but is included here for the sake of completeness. Contact Test: defines the object types with which collisions should generate notifications — Projectile.
You'll register for and handle these notifications just a bit later in the tutorial. Finally, you assign the physics body to the monster. Note that it's not absolutely necessary to set the contact test bit mask because the monsters are already checking for collisions with projectiles, but it helps make your code's intention more clear.
Build and run your project now; you'll see red shapes superimposed over your physics bodies, as shown below: Your projectiles are set up to hit monsters, so you need to remove both bodies when they collide. Remember that physics world from earlier? Well, you can set a contact delegate on it to be notified when two physics bodies collide.
There you'll write some code to examine the categories of the objects, and if they're the monster and projectile, you'll make them go boom!
First, add the following method declaration to HelloWorldScene. Next, implement the following method in HelloWorldScene. In this game, you know that the only objects colliding will be monsters and projectiles.
Therefore, you get the nodes involved in the collision and remove them from the scene. Finally, you need to register to receive contact notifications. Now, whenever two physics bodies collide and their category bit masks match their contact test bit masks, the EventDispatcher will call onContactBegan.
Build and run your app; now when your projectiles intersect targets they should disappear: Most ninjas are silent, but not this one! Time to add some sound to your game. Cocos2d-x comes with a simple audio engine called CocosDenshion which you'll use to play sounds. Note: Cocos2d-x also includes a second audio engine designed to replace the simple audio engine module.
However, it is still experimental and it is not available for all the supported platforms, so you won't use it here. The project already contains some cool background music and an awesome "pew-pew" sound effect that you imported earlier. You just need to play them! To do this, add the following code to the top of HelloWorldScene. Next, add the following defines to HelloWorldScene. This simply keeps your filenames in a single place, which makes it easier to change them later.
Organizing your code like this or even better, using a completely separate file makes it easier to support platform-specific changes like using.
Pretty handy, eh? Prepare your project for multiple platforms and learn how to take your game concepts to completion. Roger Engelbert is a game developer, with over 10 years of experience developing online games. He grew up surrounded by video games and thinks of classic, 8-bit, arcade titles as a form of art. He is the author behind the blog Done With Computers, which is chock-full of tutorials on game development and design.
Roger sincerely hopes to soon live in a world where people of all ages will be given the knowledge and opportunity to experience the joy of building their own games. Switch to the store?
Cocos2d-x by Example : Beginner's Guide - Second Edition
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Skip to the end of the images gallery. Skip to the beginning of the images gallery. Read Now Look inside. Features Learn to build multi-device games in simple, easy steps, letting the framework do all the heavy lifting Spice things up in your games with easy to apply animations, particle effects, and physics simulation Quickly implement and test your own gameplay ideas, with an eye for optimization and portability Enjoy building the games as much as you will enjoy playing them Page Count Course Length 7 hours 22 minutes ISBN Date Of Publication 24 Apr Have a go hero Summary Adding a Sprite Next, download the resources file for this project and unzip it to a convenient location.
Mastering Oculus Rift Development. Build multi-platform games, and let the Cocos2d-x framework do all the heavy lifting! Build and run your app; now when your projectiles intersect targets they should disappear: Most ninjas are silent, but not this one!
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