Cocos2d-x is a multiplatform game framework. It is a reimplementation of Cocos2D for iPhone in C++.
The main idea about it is that you are going to write plain old C++ code and that code will run on both Android (via JNI thanks to the NDK) and iPhone. It also has support for Win32, WoPhone and some other platforms, check them out on the Cocos2D-X website.
The zip that you can download from the project’s website includes wizards/helpers for creating a new project for each of the supported platforms, but it doesn’t have a wizard that will let you specify what platforms do you want to work on and then generate everything from one shot.
I took some time and figured out a way to manually create one of these hybrid projects for Android and iOS. This article is actually based on an edited version of an older article of mine which addressed an older version of cocos2dx and mainly assumed that you were using Xcode 3.
One more Ray Wenderlich tutorial ported over to Cocos2D-x.
The Breakout tutorial has always been very dear to me – it was the first tutorial that showed me how simple but powerful Box2D can be.
If you are following the latest tutorials on Ray’s site, especially the catapult game tutorial you are going to find some very familiar code in the touch handling section
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Anyway, I am going to cut this short just tell you that the code is as always available on GitHub: BreakoutCocos2D-x.
A new tutorial has been ported over to Cocos2D-x for you folks!
I stumbled upon an Asteroids game tutorial from Ganbaru Games from December 2010. Asteroids game clones have always served as excellent teaching guides for aspiring web developers. You can quickly learn about devising simple but clear user interfaces, basic physics and playing with moving objects with different speeds and orientations.
The code is available as always on GitHub: AsteroidsCocos2D-x.
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