Cocos2d-x is an open source mobile 2D game Framework, published under the MIT License. The focus of cocos2d-x development is around the cocos2d cross-platform, Cocos2d-x provides the framework.
Mobile games, can be written in C + + or LUA, using the API is Cocos2d-iphone fully compatible. The Cocos2d-x project can be easily built and run in ios,android, BlackBerry BlackBerry and other operating systems.
Cocos2d-x also supports desktop operating systems such as Windows, Macs, and Linux, so the source code written by the developer is easy to edit and debug in the desktop operating system.
Current 3G technology prevails, mobile game has been rapid development. Game pioneers such as Plants vs. Zombies, Angry Birds, and SNS farms have been able to reap a bumper harvest on mobile phones. According to the current development trend of mobile phone games, learning cocos2d-x this magical engine has no delay.
Here to recommend Shandonghai Teacher's set of related tutorials,"Cocos2d-x cross-platform mobile game development with 4 projects (engine applications, single point and multi-touch, tile map, skeletal animation)."
This course showcases the Cocos2d-x performance through 4 different types of combat projects. And the use of Cocostudio tools, single-point and multi-touch, tile maps, skeletal animations, data
Libraries, JSON strings, and other development tools that are common in game development are cleverly integrated into the project. In the course, not only the function of the Cocos2d-x engine is systematically explained, but also the common design patterns such as single case and supervisor listener are always used throughout.
All the code of this course is written by the instructor, the structure is clear, the annotation is comprehensive, it is of great reference value.
After studying this course, you can easily apply the Cocos2d-x engine to a combat project and get a complete picture of the release process for the Android APK installation package.
Course Outline:
First, the Aircraft War project:
1. Cocos2d-x Principle and environment configuration
2. Cocostudio use method and UI control (UP)
3. Cocostudio use method and UI control (bottom)
4. xml file reading and skeletal animation
5. Game Frame
6. Game Battlefield (top)
7. Game Battlefield (middle)
8. Game Battlefield (bottom)
Second, the Super Mary Project:
1. Tile map (top)
2. Tile map (middle)
3. Tile map (bottom)
4. Template programming and single-case mode
5. Joystick and multi-touch (top)
6. Joystick and multi-touch (middle)
7. Joystick and multi-touch (bottom)
8. Static objects in the game World (top)
9. Static objects in the game World (middle)
10. Static objects of the game world (bottom)
11. Dynamic objects of the game world (UP)
12. Dynamic objects in the game World (middle)
13. Dynamic objects of the game world (bottom)
14. Mary of the World of the game (i)
15. Mary of the World of the game (next)
16. Mary against object (UP)
17. Mary against object (bottom)
18. Stage Commissioning
19. The enemy of the game World (UP)
20. The enemy of the game World (middle)
21. The enemy of the game World (next)
22. Static enemies of the game world
23. Game World Fireball (UP)
24. Game World Fireball (bottom)
25. function extension
Three, the Land Mouse Project:
1. Landing Interface UI
2. About the interface and the UI of the check-off interface
3. Store UI and Battlefield UI
4. Cutting nodes
5. Ground-mouse combat control (UP)
6. Ground mouse Combat Control (middle)
7. Ground mouse Combat control (bottom)
How to use 8.sqlite database (top)
How to use 9.sqlite database (bottom)
10. Hammer of static data (top)
11. Hammer of static data (bottom)
12. Level of static data and ground mouse
13. Static data only layout with level gopher information (top)
14. Static data only layout with level gopher information (bottom)
15. Game Props (top)
16. Game Props (bottom)
17. Data and Game flow
18. Data archived in JSON format (top)
19. Data archived in JSON format (medium)
20. Data archived in JSON format (bottom)
Four, Daily Love elimination Project:
1. Further discussion on the Observer pattern (i)
2. Further discussion of the observer pattern (bottom)
3. Mapping relationships of Gems
4. Touch control of Gems (top)
5. Touch control of gems (bottom)
6. Elimination of algorithm implementation
7. Complementary Gems
:
Baidu Network disk: Http://pan.baidu.com/s/1dD5U2Gx
360 Cloud Disk: Http://yunpan.cn/QiQMuKbv3UXrx (extract code: 29ed)