Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

Arrow left icon
Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
Arrow right icon
Author (1):
Arrow left icon
Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Learning Cocos2d-x Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started FREE CHAPTER 2. Displaying the Hero and Controls 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

Summary


So, we are finally through with this chapter. We covered a lot of ground in this chapter, where we added enemies and made them shoot bullets. Also, we added player rockets, which used the same class as the enemy bullets. We also refined the controls of the player so that the player can concentrate on playing the game instead of checking where the fire button is on the screen.

As an exercise, you can create different types of enemies and add different types of projectile depending on the type of enemy. Depending on the type of enemy, you can load a different enemy and make them move differently in the update function of the enemy class. Also, if you wish, you can make him fire different types of projectiles that have a completely different behavior. I will leave it to you to figure it out on your own.

We still need to add the collision mechanics and scoring in the game, which we will be covering in the next chapter.

If you have any trouble understanding the code, remember that you can...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images