Cocos2d-x 3.0 game instance learning notes "parkour" Preface, cocos2d-x "parkour"

Source: Internet
Author: User

Cocos2d-x 3.0 game instance learning notes "parkour" Preface, cocos2d-x "parkour"

Game Development Environment: coco2d-x 3.0 official version, C ++, Win7, VS2012

Current situation:

I was a sophomore, and just got started with cocos2dx. I just watched dumb's getting started with Game Development and learned the basic usage of knowledge points, the wood code is based on 2. X was written, but I used the 3.0 Engine at the beginning, so I also changed the previous code to 3.0 while learning. I also read a lot of online tutorials, and many blogs such as star 530... and C ++ just learned a little. I saw many online game instance tutorials, so I decided to use instances to learn cocos.


Background:

There are many tutorials on the Internet, but different tutorials can learn different knowledge points. Since I have never been familiar with the knowledge of physical engines before, I learned from a predecessor --Xiaofeng residual monthBlog: cocos2d-x game development parkour, this game was originally an example of tutorials, predecessors with C ++ rewritten, but is based on cocos2d-x 2. in Version X, I previewed it once before, many places and 3. X is different, but you can learn more. Learn from the ideas and code of the predecessors, with cocos2d-x 3.0 rewrite this Parkour game.


Knowledge points of this game instance:

1. Unlimited map scrolling

2. cocos2d-x 3.0 physical engine usage

3. How to Use the button function (I should not see the 3.0 gesture recognition tutorial. If I don't know how to start it, I will use the button to process it. ClickSquat buttonKeep the character in the squatting state. After the character is released, it continues to run)

4. Some basic knowledge points


So far, I have basically finished writing this game. During the writing process, I found that although I have some basic design ideas, many of them are different from those of my predecessors, without code reference, I am confused, so I write, modify, debug, and test various types of search materials. I usually open two VS, one side is used to test the implementation of the function, and the other side is added to the Code. However, after writing, I feel that the overall thinking of the game is very clear. I personally feel that this should be the case in the learning process. Many people do not know how to check the source code first. The functions corresponding to the source code are annotated, you can guess + write another project test to meet your game requirements.

The code is messy because I write, modify, and modify the code myself. I decided to write the code again and take notes accordingly. Define your own rewrite method as follows: first think about what to do in this step? How to Implement details? Then, you need to work on the Code. If you have previously written the code, you should try to check it as little as possible.

Finally, package the entire project.


There are also a lot of personal issues between them. You are welcome to correct and discuss them.

It would be a great honor to be able to help beginners.



Cocos2d-x 30 game engine, what language to edit the game

Supports c ++, lua, and javascript. The underlying layer is implemented in c ++, and the upper layer can be bound to two other scripting languages.
 
Game Development novice teach Cocos2D-X how to learn, only C ++ development experience

Congratulations, cocos2d-x is written in c ++, theory can refer to the relevant cocos2d. There are many cocos2d communities on the Internet. Let's take a look! Visit more forums. We need to understand scenarios, layers, Genie, actions, and other related concepts.

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