Cocos2d-x

How to add a CCLayer with transition effect in current running CCScene

by on Mar.05, 2014, under Cocos2d-x, Technical posts

Let’s imagine that in our current running scene we would like to show a new control. For example a new window (box) containing a menu option, or some new information we would like to display. We can just build and place it in the screen, but this could be a bit boring. I will try in this post to add a new layer containing the mentioned control using some transition effects. The same kind of effects that you can use when replacing the current scene with a new one. So let’s try to accomplish this “kind of” transition effect. (continue reading…)

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How to create & write a CCDictionry into a file in cocos2d-x and c++

by on Jan.03, 2014, under Cocos2d-x, Technical posts

Imagine the following scenario in your game development process: sooner or later you will need to store some information in order to load it again next time the player would like to play. In this project I will need to store some simple game player information as number of levels played, levels succeeded, time used to complete them, points win, …. and few more variables. As you can see, they are just a few variables, so using solutions as SQLlitte3 could be maybe too much. (continue reading…)

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Customized Timer Control in cocos2d-x

by on Dec.16, 2013, under Cocos2d-x, Technical posts

Lately I came across in my cocos2d-x project (this) with the need of creating a Timer Control. I wanted to display the time using the following format: mm’:ss’ (inside this timer control). Also I wanted the text to become yellow or red after a period of time (even blinking when displaying red color).

I decided to create a control extending CCNode and containing 2 CCLabelTTF objects. Using 1 for displaying minutes (00′) and another one for displaying seconds (:00”). Summarizing this new extended control will have the following behavior: (continue reading…)

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Extending CCProgressTimer to use different sprites depending on percentage value

by on Nov.14, 2013, under Cocos2d-x, Technical posts

I have developed a little extension for CCProgressTimer control in cocos2d-x. I needed to use different images (sprites) for my progress bar depending on the percentage, and I did not want to enter that code into my Scene’s code. Let’s Imagine the following case:

We have a progress bar and we would like to use a different CCSprite depending on the percentage. For example a green bar when the values are between 25%-100%. Then when below 25% an orange bar (or even more, a different one for each 25% block). Of course we can control this using a simple “if” statement in our “update” logic. But as our game’s code size would increase, it could be a bit messy. I decided to create an extension from CCProgressTimer. It works in a way that every time we assign a new “setPercentage”, it will check which sprite is supposed to use. Having stored previously all sprites in std::map, including the percentages in which that sprite shall be used. (continue reading…)

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How to use a progress bar in cocos2d-x and C++

by on Jun.14, 2013, under Cocos2d-x, Technical posts

Sometimes in our games we need to add a progress bar. We can use it to show the remaining fuel of a starship, car, … . We can also use it to show the loading progress between two different scenes, loading a new level, … . There are few examples out there on how to do it, but they are mainly for the Iphone version of Cocos2d-x. I would like to share with you how I build mine to show the remaining fuel of our balloon. (continue reading…)

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How to create a Menu in Cocos2d-x using Sprites Sheets

by on May.21, 2013, under Cocos2d-x, Technical posts

I would like to write a post about how to use a texture sheet and a CCMenu object together. In other words, use a single image as a container with all our menu single images. This technique is called “texture sheets”, and is one of the features available in cocos2d-x that will make our games easy to develop. Using a single image for all textures will make this process easy to manage, and better handled by our mobile device graphics card. (continue reading…)

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How to load a cocos2d-x plist (configuration file) from C++

by on Jan.14, 2013, under Cocos2d-x

In this post I will try to explain how to use this cocos2d-x functionality from our C++ code.

Sometimes we might need to load a configuration file with some information for our game. For instance, let’s imagine that we need to load the level background image file name, width and height. Of course we always can use a constant, local class var, … etc to store this information. But as your project grows, it will be difficult to remember where you have stored this var, or the name of it. To avoid it, a solution could be to store this information into a text file. Cocos2d-x provides a functionality for loading a XML “like” text file.

(continue reading…)

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cocos2d-x tutorial part III – How to Move a sprite

by on Sep.11, 2012, under Cocos2d-x

Now we already have created our first cocos2d game on Part I – Hello world , and adding our player’s sprite into game’s scene in the last chapter, Part II – How to Add a sprite. But now, like in many other games, we have to add some enemies in our screen, in order to play. Let’s suppose that we would like our enemies appearing into the screen from the right side, and moving from there to the left at a random position and speed. To do that, we will create a function called addTarget() as we will see below. Once more we are following the original tutorial posted here.

Let’s get started then……

(continue reading…)

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cocos2d-x tutorial part II – How to Add a sprite

by on Sep.06, 2012, under Cocos2d-x

After this tutorial part I – Hello world,  now we already have created our first multi-platform cocos2d-2x project.  Now is time to add an sprite to our small game.

As in the original tutorial that you can find here,  we will be using these three images made by Ray Wenderlich ’s wife , which would be used into our little game.

(continue reading…)

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cocos2d-x tutorial part I – Hello world

by on Aug.09, 2012, under Cocos2d-x

This is the first post from a small cocos2d-x step by step tutorial following the official ones. After following them with no success as they are developed using the previous release of cocos2. There are some parts that are not working anymore, and takes a bit of time to realize how to do them with the new release. This tutorials can be found on the web official web here. From now on, I will publish the remaining6 parts (out of 7) following the same contents as the official ones,  but adjusted for the current version of cocos2d-x. (continue reading…)

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