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Roger Engelbert - Cocos2d-X by Example Beginners Guide

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Roger Engelbert Cocos2d-X by Example Beginners Guide
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Make fun games for any platform using C++, combined with one of the most popular open source frameworks in the world

Overview

  • 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

In Detail

Cocos2d-x is the C++ port of arguably the most popular open source 2D framework in the world. Its predecessor was limited to the Apple family but with Cocos2d-x you can take your applications to all major app stores, with minimum extra work. Give your games a larger target audience with almost no extra hassle.

Cocos2d-X by Example Beginners Guide allows you to build your own cross platform games using all the benefits of a time tested framework, plus the elegance and simplicity of C++.

Each of the six games developed in this book will take you further on the road to becoming an expert game developer with no fuss and plenty of fun.

Follow six tutorials for six very different games that leverage the ease of Cocos2D-X and its quick implementation, moving from simple ideas to more advanced topics in game development.

In easy-to-follow steps, the book teaches you how to take full advantage of the framework by adding animations and special effects, implementing a physics engine, and optimizing your games.

Prepare your project for multiple platforms and learn how to take your game concepts to completion.

Cocos2d-X by Example Beginners Guide will present to you, in six different games, the topics necessary to build some of the most popular and fun types of games today.

What you will learn from this book

  • Make your games look cooler with particle effects
  • Create place holder sprites to quickly test your game ideas
  • Load external data into your games
  • Build game menus and tutorials
  • Implement game-wide events with notifications
  • Create a dash game with a textured terrain
  • Build a Box2D puzzle game with multiple levels
  • Create a hybrid iOS and Android project

Approach

Get to grips with Cocos2D-X using step-by-step examples. Roger Engelbert will have you smiling throughout and learning valuable information at every turn.

Who this book is written for

If you have brilliant ideas for amazing games and want to bring them to life, then this book is what you need. Work through easy-to-follow examples and learn exactly what you need to know to make your games a reality. No programming experience necessary!

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Cocos2d-x by Example Beginner's Guide

Cocos2d-x by Example Beginner's Guide

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: April 2013

Production Reference: 1190413

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78216-734-1

www.packtpub.com

Cover Image by Roger Engelbert (<>)

Credits

Author

Roger Engelbert

Reviewers

Fabio Cunha

Stelios Pallis

Marcio Valenzuela P

Acquisition Editor

Martin Bell

Lead Technical Editor

Joel Noronha

Technical Editors

Veronica Fernandes

Ishita Malhi

Saijul Shah

Project Coordinator

Abhishek Kori

Proofreader

Dirk Manuel

Indexers

Rekha Nair

Monica Ajmera Mehta

Graphics

Valentina D'silva

Production Coordinator

Prachali Bhiwandkar

Cover Work

Prachali Bhiwandkar

About the Author

Roger Engelbert is a game developer with over ten years of experience in 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.

I would like to thank the people from Packt Publishing who helped me through the process of writing this book. And above all, my family, who lovingly accepted my, "Sorry, I can't do that, I'm writing a book" as an excuse to avoid every task and chore imaginable. (I wonder how long I can keep giving that excuse now that the book has been published...)

About the Reviewers

Fabio Cunha began web development about three years ago and worked as a mobile developer for two years. He currently works as a frontend developer in an e-learning company. He has his own blog (http://www.fabiosistemas.com.br/blog/) that describes all of the work that he does, and has published games on mobile platforms such as Android, iOS, and Blackberry.

I would like to thank my mother, brother, and sister for always supporting me, my dad for teaching me to be a calmer person, and my girlfriend for always staying by my side.

Stelios Pallis is 25 years old and lives in Cyprus. He studied Computer Science at the University of Cyprus (UCY), and at the moment he is a postgraduate student there. In 2011, he started developing games, and as a fanatic gamer he loved developing games. In 2012, he founded a startup company called Gamethru, a company for developing mobiles games.

Gamethru has already published four mobile games; three are available in Google Play Store and one in App Store.

Marcio Valenzuela P is a biochemist who has studied programming as a hobby for over 12 years. He is perseverant, autodidactic, and is always looking into the latest technologies. Marcio started by picking up ASP back in the early 90's as Chief Web Developer for a consulting firm that developed web applications for private companies. He also delved into PHP applications with a MySQL database backend. Then, in 2008, he started on his path down iOS and has had experience in developing applications and games for the platform. His experience is mostly in business applications where there exists a cloud-based web service to interact with, and more recently, in games created in Cocos2d.

Marcio is the co-founder of Activasolutions.com and currently runs a small iOS project called Santiapps.com, which programs for companies wishing to enter the iOS platform. Marcio is a forum moderator at RayWenderlich.com.

I would like to acknowledge the time I have taken from raising my son to dedicate to this book. I just hope that someday Santiago follows in the programming tradition as it fosters critical skills such as problem-solving and innovation, which is something we share.

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Preface

Cocos2d-x combines the benefits of using one of the most popular and test-proven 2D game frameworks out there with the power and portability of C++. So you get the best deal possible. Not only is the framework built to be easy to use and quick to implement, but it also allows your code to target more than one system.

This book shows you how to use the framework to quickly implement your ideas, and let Cocos2d-x help you with the translation of all that OpenGL gobbledygook, leaving you with all the fun parts, such as making sprites jump around and hit each other!

There are six examples of games in this book, two of them being physics-based games using Box2D. With each example, you'll learn more about the framework and the magical lines that can quickly add particle effects, animations, sounds, UI elements, and all sorts of wonderful things to your games.

Not only that, you will also learn how to target both iOS and Android devices, and how to cater for multiple screen sizes.

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