Cocos2d-js tutorial cocos2d-js http network request, cocos2d-js tutorial
This article by qinning199 original, reproduced Please note: http://www.cocos2dx.net/post/216
It is very simple to study the http network request of cocos2d-
[Cocos2d-js tutorial] some common functions in cocos2d-js, cocos2d-js tutorial
This article by qinning199 original, reproduced Please note: http://www.cocos2dx.net/post/223
1. cc. rectIntersectsRect (ra, rb) checks whether two rectangles are intersecting. If yes, true is r
problem.If you want to use an EXE neat release program, you need to use the static compiled version of the QT Library, there are tutorials online, I will not say, can teach you to use off-the-shelf, on the git-hub just have a static QT library:Https://github.com/fostersoftware/QtStaticWindowsHttps://github.com/fostersoftware/QtStaticLinuxThe second one is Linux, the Windows system download the first qtstaticwindows, it is best to use the Git tool to download, create a new qtsatic folder, in thi
can ignoreUse Demo: (Click to see the dynamic effect)650) this.width=650; "class=" Alignnone size-medium wp-image-2004 "src=" http://www.himigame.com/wp-content/uploads/ 2016/02/user-300x224.gif "alt=" user "width=" "height=" 224 "style=" border:1px solid rgb (97,146,140); margin:0px; Padding:1px;font-family:inherit;font-style:inherit;font-variant:inherit;line-height:inherit;height:auto; "/>So years ago to here, you and I see after the Year ~ 650) this.width=650; "Src=" Http://www.himigame.com/
under Playout, please feel free to increase it. Just remember that its number is guaranteed to be consistent with the number of Item_count parameter settings in the PageView script. In fact, simplifying the use of the process, just 1 steps:Check PageView, in the property inspector, set the size of node to match your item, and set the parameters exposed by the script as appropriate.(Remember to check the layout type under Playout type this property is not optional none, because Himi also does n
Cocos2d-x 3.2 project source code from Mac packaging to Android tutorial, cocos2d-x androidAfter using Xcode to write the source code of a project, how can we import it to Android phones? Next I will give you a step by step to explain: First, we open the terminal, cd to the Cocos2d-x 3.2 folder (note that not you write
Before we do the cocos2d game development We first configure the environment, we first to prepare the tool, we need the tools are:1.COCOS2D engine2.JDK3.SDK4.NDK5.ANT6.ADT1. Download the Cocos2d-x engine, the latest version is 3.6, all the examples of this tutorial in the 3.4 version for example, download the direct de
"Cocos2d entry tutorial 1" Cocos2d-x environment, cocos2dcocos2d-x
Before Cocos2d game development, configure the environment and prepare the tools. The tools we need are:
1. Cocos2d Engine
2. JDK
3. SDK
4. NDK
5. ANT
6. ADT
1. Download The
Front mobile game development training-Cocos2D-X-video tutorial collection ()
1
Qian Feng Cocos2D-X game video tutorial-01st lecture-Cocos2D-X Introduction
2
Qian Feng
Step 1:
Latest cocos2d-x.
The latest engine on github is worth noting that the engine released on the official website is a stable version. It depends on your personal preferences. However, you cannot experience the latest features. We recommend that you download the git tool and clone it to your local device for updates.
Step 2:
After download
Use the cmd terminal to enter the cocos2d-x \ tools \ pr
This article by qinning199 Original, reprint please specify: http://www.cocos2dx.net/post/216Research the HTTP network request of COCOS2D-JS, very simple1, get request, the code is as followsvar xhr = Cc.loader.getXMLHttpRequest (); var Statusgetlabel = new CC. Labelttf ("Status:", "Thonburi", 18); This.addchild (Statusgetlabel, 1); statusgetlabel.x = WINSIZE.WIDTH/2; Statusgetlabel.y = winsize.height-100; Statusgetl
Cocos2d-x tutorial (29)-3. x version mask layer achieves fishing talents scroll digital dial, cocos2d-x-3.x
Welcome to Cocos2d-x chat group: 193411763
Reprinted please indicate the original source: http://blog.csdn.net/u012945598/article/details/38340845
Source code: http://download.csdn.net/detail/u012945598/7704725
auto Sprite2=sprite :: Createwithspriteframename ( helloworld.png ); 2 this ->addchild (Sprite2, 0 );
Wizard-Created process:Create a Sceneauto scene = Scene::create ();//create layer Auto layer = helloworld::create ();//Add layer to the scene scene->addchild (layer);// Create a Sprite Auto Sprite = sprite::create ("Helloworld.png");//Add sprites to the layer Layer->addchild (sprite, 0);The elf creates the underlying source code (this part can be ignored if you can't read it):Look
In the game, we often encounter some pop-up window, these pop-up window to prohibit the point through, that is, prohibit the touch event to the bottom, we call the occlusion layer, these occlusion layer, need to develop the occlusion layer, we must first understand the COCOS2D-JS touch transfer mechanism, this article mainly for Cocos2d-js v3.0 Final version. According to the official documentation, we know
different ways to arrange menu items, use them to arrange your menu items vertically, or to arrange them horizontally, briefly describing the parameters and usage of these methods:1. Use void alignitemsvertically (), and void alignitemsverticallywithpadding (float padding) to arrange the menu items in a vertical direction. Where the padding parameter is the distance between each menu item in the vertical direction, and if it does not, it is arranged in the default spacing.2. Use void alignitems
Welcome to Cocos2d-x chat group: 193411763
Video tutorial address: http://www.tudou.com/programs/view/qRiOfppMghM/
Reprinted please indicate the original source: http://blog.csdn.net/u012945598/article/details/24188259
This article uses the Cocos2d-x + Lua script to scale a map.
We usually use scrollView to implement large maps in the game. Here we still us
texture optimization and memory optimization
iOS and Android game texture optimization and memory optimization www.cnblogs.com/lancidie/archive/2013/04/13/3019510.html
Third-party Access guide
Cocos2d-x manually binding C + + classes to Lua www.ityran.com/archives/5493
Use the physical engine in Cocos2d-x 3.0 www.ityran.com/archives/5431
Use
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