Done an experimental simple game project on iPad with cocos2d-x around 2 days ago.
As seen here was adapted from the original cocos2d-x tutorial but I have additionally include to test out the following feature as well.
- Animation
- Particle system
- Using it with predefined classes in cocos2d-x originally. There’re quite several classes ready to be used and the resulting effect is quite nice.
- Using with .plist file. With .plist file, it’s much more embedded sense.
The configurations are there in the file, along with embedded image data ready to be used. - Using CCMenuItemImage (2 states, and 3 states including disabled state)
- Switching between scenes with effect
I use CCTransitionFade when transitioning from in-game to game over scene, and use CCTransitionFadeBL when transitioning from game over to in-game scene again. - Drawing text label using CCLabelTTF
Using CCLabelTTF is slow than other two options as stated in the document.
CCLabelTTF has ability to draw text label flexible without the need to specify additional texture of font, it uses True Type Font to draw pixel of the specified text.
Other two options are CCLabelAtlas, and CCLabelBMFont need to specify additional font texture. - Special fire
Spawn projectiles for the full length of screen height, and limit ability to shoot to 3 times.
This is also the experimental plan to port Junk Master Series to iOS device. That would be great.
The reasons behind deciding to use this framework to work on is Multiplatform and C++ as a developing language.