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About Cocos2d-x
- A very brief history
- Prerequisites
- Operating systems and tools supported
- For Android development
- For iOS and OSX development
- For Linux development
- For Windows and Windows Phone development
- Operating systems and tools supported
- Why choose Cocos2d-x vs other game engines
- Where to get help
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Basic Copncepts
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Jumping into Cocos2d-x (We are building a simple game, no explanation)
- Installation - See appropriate Appendix
- Getting Started
- Creating Your First Scene
- Adding Content to the Scene
- Using Actions to Animate Scenes
- Transitioning Between Scenes
- Building Complex Content Using Nodes
- Creating Nodes That Interact with Each Other
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Sprite and Nodes
- What are Sprites
- Creating Sprites
- Creating a Textured Sprite
- Creating an Untextured Sprite
- Creating a Sprite From a SpriteFrame
- Creating a Sprite From SpriteCache
- Creating a Sprite From a Rect
- Sprite Manipulation
- Resizing
- Anchor Point and Position
- SpriteSheets
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Actions To Nodes
- What are Basic Actions
- Animate
- Fade In/Out
- Move
- Rotate
- Scale
- Tint
- Tweening and Easing
- What are Sequences
- Spawn
- Reverse
- Running Actions and Sequences
- What are Basic Actions
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Building and Transitioning Scenes
- What is a Scene?
- Creating a Scene
- Creating a Node Tree
- Node properties to its descendants
- Coordinate Systems
- Converting between coordinate systems
- Transitioning between Scenes
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UI
- Labels
- BMFont
- TTF
- Label Atlas
- SystemFont
- Label examples
- Menu/Menu Items
- What makes up a menu
- Menu Items and adding to a Menu
- Examples
- create Menu with 1 item.
- create Menu from array of items
- Lambdas
- Buttons
- Scroll
- Layout
- Labels
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Other Node Types
- TMX
- Particle
- Parallax
- Video
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Event Dispatcher
- What is the EventDispatch mechanism?
- responds to user events.
- The basics:
- Event listeners encapsulate your event processing code.
- Event dispatcher notifies listeners of user events.
- Event objects contain information about the events.
- 5 types of event listeners.
EventListenerTouch
- responds to touch events- describe what to override.
EventListenerKeyboard
- responds to keyboard events- describe what to override.
EventListenerAcceleration
- responds to accelerometer events- describe what to override.
EventListenMouse
- responds to mouse events- describe what to override.
EventListenerCustom
- responds to custom events- describe what to override.
- Registering event with the dispatcher
- Removing events from the dispatcher
- What is the EventDispatch mechanism?
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3D
- 3D Sprite
- 3D Actions
- 3D Animations
- Placeholders for: Lights, Shadows, Cameras
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Lua
- call custom c++ from Lua
- bindings to c++
- subclassing
- Placeholders for: memory management, Debug a Lua Game
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Services
- other SDK's
- Plugin-X
- Placeholders - IAP, FB
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Physics
- What options and why integrated physics engine
- Physics concepts
- Physics world, bodies
- Collision
- Examples
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Advanced Topics
- Best Practice - optimization, memory, performance, profiling
- Sound
- SQLite
- Subclass Cocos2d-x classes
- Data structures (i.e Vector)
- Custom OpenGL and Shaders (what to cover here? CustomCommand?)
- c++11 usage
- rendering pipeline (notes about this in the wiki)
- networking - curl, http
- ccConfig.h (include and the defines that you can enable for debugging memory leaks, drawing, etc.)
- file system access
- resolution independence