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Date Posted: 05:54:31 08/17/16 Wed
Author: sarsincbg
Subject: Cocos2d Android Tutorial Pdf




Cocos2d Android Tutorial Pdf -- http://tinyurl.com/jxcdus5














































































Youre guaranteed to get excellent documentation from Apple, plus a stability of the framework until at least iOS 7.1 and even then Apple is known to carry on supporting deprecated methods for several versions. It supports the vast majority of the features necessary to make almost any 2D-based game, it even includes a fully-featured physics engine! As part of learning Cocos2D for Android I followed Ray Wenderlichs tutorials for the iPhone port of Cocos2D. You should see some output similar to the following in response to the above command: Gdbserver : [arm-linux-androideabi-4.4.3] libs/armeabi/gdbserver Gdbsetup : libs/armeabi/gdb.setup Compile++ thumb : cocos2d libs/armeabi/libcocos2d.so Compile++ thumb : cocosdenshion libs/armeabi/libcocosdenshion.so Compile++ thumb : gamelogic libs/armeabi/libgamelogic.so Compile++ thumb : game libs/armeabi/libgame.so This builds the C++ Cocos2D-X libraries, and the C++ code for your project. current community chat Stack Overflow Meta Stack Overflow your communities Sign up or log in to customize your list. In both of your projects, you have a folder called Classes that contains this portable game code (Android on the left, iOS on the right): If you look closely at the Classes directory in Eclipse and Xcode, you will see that the C++ files are completely identical! So all you need to do is point both projects to use the same folder, and you are set! To do this, open up your Cocos2DxFirstIosSample project in Xcode. .. Home Portfolio Blog Contact Privacy Policy . Next, right click the project in the Project Navigator, select New Group, and rename the new group to Classes. please suggest me. Gamedev have a good article here on the traditional box collision detection (basically the same as using CGRect, but faster): Another type of detection is bounding circle collision detection: This is good for sprites that generally fit into a circle. In the constructor add the following line: this.setIsTouchEnabled(true); Next add the following method to the class: Override public boolean ccTouchesEnded(MotionEvent event) { // Choose one of the touches to work with CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY())); // Set up initial location of projectile CGSize winSize = CCDirector.sharedDirector().displaySize(); CCSprite projectile = CCSprite.sprite("Projectile.png"); projectile.setPosition(20, winSize.height / 2.0f); // Determine offset of location to projectile int offX = (int)(location.x - projectile.getPosition().x); int offY = (int)(location.y - projectile.getPosition().y); // Bail out if we are shooting down or backwards if (offX targets; protected ArrayList projectiles; Youll need to instantiate the arrays near the top of the constructor: targets = new ArrayList (); projectiles = new ArrayList (); Now add the following to the addTarget() method just below the addChild(target) line: target.setTag(1); targets.add(target); In the ccTouchesEnded method add the following just below the addChild(projectile) line: projectile.setTag(2); projectiles.add(projectile); Finally update the spriteMoveFinished method to remove the sprite from the appropriate array: if (sprite.getTag() == 1) targets.remove(sprite); else if (sprite.getTag() == 2) projectiles.remove(sprite); If you run the project now you shouldnt notice any difference but now were tracking all of our sprites! This gives us a great deal of extra power, and we shall use this power to add some collision detection. Reply Nam says: July 6, 2011 at 11:34 Hi, thanks for this great tutorial! What other exotic ways does Cocos provide for collision detection. Youll need to re-start the sound (background music) in the onResume() method as well. This is the package name that will be used for java code production. The AVD (Android Virtual Device) will launch showing the Hello, Cocos2D-X project (maybe, if it doesnt work keep reading below): If the application does not launch on the emulator and LogCat Eclipse view shows the error java.lang.IllegalArgumentException: No config chosen, its due to an issue with OpenGL ES 2.0 in latest AVD Target versions. 9c301415bf
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