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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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 Hernandez Hernandez
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Hernandez
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Toc

Table of Contents (16) Chapters Close

Building Android Games with Cocos2d-x
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Setting Up Your Development Environment FREE CHAPTER 2. Graphics 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Animating sprites


In order to give a more professional aspect to our game, we could animate our sprites so that it does not constantly show a still image but rather displays animated characters, enemies, and obstacles. Cocos2d-x provides an easy mechanism to add these kinds of animations to our sprites, as we can appreciate in the following code listing:

//Animations
Vector<SpriteFrame*> frames;
Size playerSize = sprPlayer->getContentSize();
frames.pushBack(SpriteFrame::create("player.png", Rect(0, 0, playerSize.width, playerSize.height)));
frames.pushBack(SpriteFrame::create("player2.png", Rect(0, 0, playerSize.width, playerSize.height)));
auto animation = Animation::createWithSpriteFrames(frames,0.2f);
auto animate = Animate::create(animation);
sprPlayer->runAction(RepeatForever::create(animate));

Improving performance with sprite sheets

Although we can create sprite animations based on the images located in several files, as we have done in our previous code, it would be very...

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