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Cross Platform Game
Programming with Cocos2d-x
(Windows 8)
SoCal Code Camp - 15 November 2014
Troy Miles
Who am I?
Troy Miles
Wrote a few hit computer games in the 80’s and 90’s
rockncoder@gmail.com
https://github.com/Rockncoder
http://www.slideshare.net/rockncoder
@therockncoder
Cocos2d-x: Introduction
What is Cocos2d-x?
Open source game engine under MIT license
It is optimized for 2D graphics using OpenGL
Used by more than 400,000 developers worldwide
History
2008 Ricardo Quesada in Argentina creates Cocos2d
Ported to iPhone with the opening of the iPhone App
Store
2010 Zhe Wang in China branches it creating
Cocos2d-x
2013 Ricardo joins Cocos2d-x team
Target Platforms
Windows Phone 8+
iPhone 5+
Android 2.3+
Windows 7+
Mac OS X 10.6+
Development Platforms
Windows 7+, VS 2012+
Mac OS X 10.7+, Xcode 4.6+
Ubuntu 12.10+, CMake 2.6+
All platforms need Python 2.7.5 (not 3!)
Development Languages
C++
Lua
JavaScript (all except WP8)
Why C++?
It is the most popular game programming language
It is universal
It is fast
It really isn’t that hard
C++ 11 makes it even better
Mandatory Tools
In order to build iPhone apps, you need Xcode
In order to build Windows Phone apps, you need
Visual Studio
Titles using Cocos2d-x
Text
Avengers Alliance
Marvel Entertainment
Text
Family Guy: The Quest for Stuff
TinyCo, Inc.
Diamond
Dash
Wooga
Star Wars:
Tiny Death
Star
LucasArts
BADLAND
Frogmind
Key Points	
Cocos2d has been around since 2008
Cocos2d-x uses C++ for speed
A lot of big name titles use it
It has always been free and always will be
Cocos2d-x: Installation
Windows Development
Python 2.7.5
Visual Studio 2012+
Windows Phone SDK 8
cocos2d-x.org
Tutorials
Forum
Blog
Downloads
Download & Installation
http://www.cocos2d-x.org/download
Click “Looking for an older version?”
Click “v3.2 Jul. 18, 2014”
Unzip it
v2 vs v3
Current version is 3.2, 3.3 is in beta
Version 3.0 is a re-write using C++ 11
Many V2 classes have been deprecated and renamed
Updated directory structure
Better command line tooling
Drops Xcode templates
Windows 8 Path
Settings -> Control Panel -> System -> Advanced system
settings
Environmental Variables…
System variables modal
Path
Edit...
Add "[cocos2d-x root]toolscocos2d-consolebin"
Running C++ Tests
Open file "cocos2d-wp8.vc2012.sln" in build directory
Make cpp-tests the StartUp project
Compile and run
Key Points
Cocos2d-x version 3 was a complete re-write
Installing cocos2d-x on windows is pretty easy
Getting the C++ Test app to compile and run is
essential
Cocos2d-x: Feature Overview
Widgets
Button
CheckBox
ListView
Slider
TextField
Audio
Sound effects
Background music
CocosDenshion library (Open AL)
Support audio is platform dependent
Physics
Chipmunk2D
Portable 2-dimensional real-time rigid body physics engine
Written in C99 by Scott Lembcke
Box2d
Free open source 2-dimensional physics simulator engine
Written in C++ by Erin Catto
Published under the zlib license
Network
HTTP + SSL
WebSocket API
XMLHttpRequest API
User Input
Touch/Accelerometer on mobile devices
Touch/Mouse/Keyboard on desktop
Game controller support
2D Graphics
Transitions between scenes
Sprites and Sprite Sheets
Effects: Lens, Ripple, Waves, Liquid, etc.
Transformation Actions: Move, Rotate, Scale, Fade, Tint,
etc.
Composable actions: Sequence, Spawn, Repeat,
Reverse
2D Graphics
Ease Actions: Exp, Sin, Cubic, Elastic, etc.
Misc actions: CallFunc, OrbitCamera, Follow, Tween
Particle system
Skeleton Animations: Spine and Adobe DragonBone
Fast font rendering using Fixed and Variable width fonts
2D Graphics
TrueType fonts
Tile Map support: Orthogonal, Isometric and
Hexagonal
Parallax scrolling
Motion Streak
Render To Texture
Right handed coordinate system
Different than web
Origin (0,0) located at lower
left hand of screen
x position increases going
right
y position increases going up
max x,y at upper right hand
corner
C++ Test Demo
Lexicon
Director
Node
Scene
Layer
Sprite
Action
Particle
Event
Key Points
Cocos2d-x is feature packed
Its classes follow a logical progression which makes
them easy to learn
Cocos2d-x: Building a Game
Cocos command options
new - creates a new game
run - compile, deploy, and run on game on target
deploy - deploy game to target
compile - compiles game
luacompile - minifies Lua files and compiles
jscompile - minifies JS files and compiles
Cocos command options
-h, —help - Shows the help
-v, —version - Shows the current version
Creating a new game
Open the cmd window
Validate that cocos is in your path, cocos <enter>
cocos new GameName -p com.company.name -l cpp
new command explained
MyGame: name of your project
-p com.MyCompany.MyGame: package name
-l cpp: programming language used for the project,
valid values are: cpp, lua, and js
Directory Structure
Classes
cocos2d
Resources
Platform directories
WP8 Platform Directory
The solution file
Leave everything else
alone
Class Directory
AppDelegate initializes
cocos2d-x
HelloWorldScene is
where your game begins
Hello World
Use Visual Studio to
build and deploy the
game
Best to use actual
device
Debugging
Right click on project name
Click on Properties
Click on Debug tab (left side, second from top)
Under UI Task, select Native Only
Graphics Diagnostics
82 <-- number of draw calls
0.016 <-- time it took to render the frame
60.0 <-- frames per second
In the file, AppDelegate.cpp find the line:

director->setDisplayStats(true);
Memory Diagnostics
Windows Phone adds a Memory Diagnostics
First value is current memory usage, second is the
peak
Like the Graphics Diagnostics, it can be removed
In MainPage.xaml.cs, near the top of the file
Comment out definition of DISPLAY_MEMORY
Examining the code
AppDelegate.cpp initializes cocos2d-x and launches
your game
HelloWorldScene.cpp is your game
Initially it doesn’t do much
Adding Scenes
Scenes are actually derived from the Layer class
Add scene for main, game, pause, end game
Add colors to scenes
Add transitions
Adding Classes
For cross platform-ness we want preserve our directory
structure
Visual Studio needs to be tricked
We add the class, remove it, move it to correct
directory, then add it back
Class Template
Most of the classes we
add look like this
Prefer using #ifndef over
#pragma once
Remember to include
base class
CREATE_FUNC
Unlike Java, C#, or even
JavaScript, C++
programs manage their
own memory
cocos has memory
manage
CREATE_FUNC adds it
to your class
How the Scene is launched
Currently we are still using the HelloWorldScene
instead of our fancy new MainScene
Open file AppDelegate.cpp, find:
auto scene = HelloWorld::createScene();
The Game Loop
The central component of any game
Allows game to run smoothly regardless of user input
Allows game to run at same speed regardless of
machine
Game Loop Reality
In the scene init add, 

this->scheduleUpdate()
Add an update method, 

void HelloWorld::update(float dt)
The update method should be as fast as possible
Steps
Add a background
Add a hero
Move the hero
Detect touches
Animate Hero
Steps
Adding sound
Adding music
Adding scenes
Resources
http://www.nosoapradio.us/
http://www.freesound.org/
http://spritedatabase.net/
http://opengameart.org/
http://www.lostgarden.com/search/label/free%20game
%20graphics
Summary
Cocos2d-x is a free open source game engine
It supports Windows, WP8, iOS, Android, and more
https://github.com/Rockncoder/PlaneGame2
Contacting Me
@therockncoder
rockncoder@gmail.com
https://github.com/Rockncoder
http://www.slideshare.net/rockncoder
Text
http://spkr8.com/t/39721
Please rate this talk!

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