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10.md

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# Chapter 10: Lua
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## call custom c++ from Lua
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## bindings to c++
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## subclassing
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## Placeholders for: memory management, Debug a Lua Game
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11.md

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# Chapter 11: Services
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## other SDK's
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## Plugin-X
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## Placeholders - IAP, FB
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12.md

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# Chapter 12: Physics
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## What options and why integrated physics engine
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## Physics concepts
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## Physics world, bodies
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## Collision
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## Examples
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13.md

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# Chapter 13: Advanced Topics
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## Best Practice - Optimization, memory, performance, profiling
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## Sound
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## SQLite
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## Subclass Cocos2d-x classes
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## Data structures (i.e Vector)
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## Custom OpenGL (what to cover here? CustomCommand?)
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## c++11 usage
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## rendering pipeline (notes about this in the wiki)
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## networking - curl, http

2.md

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# Chapter 2: Jumping into Cocos2d-x
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## What is the Director?
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Cocos2d-x uses a shared singleton object called `Director`. The `Director` takes care of initializing OpenGL, Scene transitions, converting coordinates from UIKit to OpenGL and vice versa.
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## Installation
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## How to work with the Director?
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Every Cocos2d-x application has a `Director` context that is created as the application is starting. The `Director` is created in `AppDelegate::applicationDidFinishLaunching()`. As the `Director` is a shared singleton it may be interacted with at almost any stage in your game.
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[Appendix A - Android with Terminal Installation and Setup]()
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**_Example:_** Get the visible screen size
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`cocos2d::Size visibleSize = cocos2d::Director::getInstance()->getVisibleSize();`
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[Appendix B - Android with Eclipse Installation and Setup]()
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**_Example:_** Replacing a Scene
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`cocos2d::Director::getInstance()->replaceScene(newScene);`
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[Appendix C - iOS Installation and Setup]()
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**_Example:_** Showing Frames-per-second information in lower left corner
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`cocos2d::Director::setDisplayStats(true);`
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[Appendix D - Mac OSX Installation and Setup]()
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Please refer to the API documentation for a complete listing of functionality.
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[Appendix E - Linux Installation and Setup]()
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## What caching mechanisms are provided?
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[Appendix F - Win32 Installation and Setup]()
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### SpriteFrameCache
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[Appendix G - WP8 Installation and Setup]()
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The `SpriteFrameCache` is a singleton that handles the loading of the sprite frames. The first time a sprite is called if it doesn't already exist in the cache it is added.
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[Appendix H - Creating a New Empty Project]()
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### TextureCache
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The `TextureCache`
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## Getting Started
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## Creating Your First Scene
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## Adding Content to the Scene
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## Using Actions to Animate Scenes
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## Transitioning Between Scenes
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## Building Complex Content Using Nodes
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## Creating Nodes That Interact with Each Other

3.md

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# Chapter 3: Sprite and Nodes
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## What are Sprites
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## Creating Sprites
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### Creating a Textured Sprite
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### Creating an Untextured Sprite
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### Creating a Sprite From a SpriteFrame
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### Creating a Sprite From SpriteCache
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### Creating a Sprite From a Rect
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## Sprite Manipulation
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### Resizing
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### Anchor Point and Position
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## SpriteSheets
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4.md

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# Chapter 4: Actions To Nodes
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## What are Basic Actions
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### Animate
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### Fade In/Out
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### Move
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### Rotate
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### Scale
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### Tint
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### Tweening and Easing
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## What are Sequences
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### Spawn
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### Reverse
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## Running Actions and Sequences
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5.md

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# Chapter 5: Building and Transitioning Scenes
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## What is a Scene?
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## Creating a Scene
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### Creating a Node Tree
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### Node properties to its descendants
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## Coordinate Systems
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### Converting between coordinate systems
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## Transitioning between Scenes
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6.md

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# Chapter 6: UI
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## Labels
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### BMFont
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### TTF
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### Label Atlas
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### SystemFont
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## Label examples
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## Menu/Menu Items
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### What makes up a menu
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### Menu Items and adding to a Menu
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### Examples
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#### create Menu with 1 item.
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#### create Menu from array of items
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#### Lambdas
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## Buttons
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## Scroll
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## Layout
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7.md

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# Chapter 7: Other Node Types
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## TMX and Fast TMX
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## Particle
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## Parallax
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## Video (Experimental)
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8.md

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# Chapter 8: Event Dispatcher
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## What is the EventDispatch mechanism?
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### Responds To User Events.
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### The Basics:
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#### Event listeners encapsulate your event processing code.
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#### Event dispatcher notifies listeners of user events.
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#### Event objects contain information about the events.
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## 5 types of event listeners.
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### `EventListenerTouch` - responds to touch events
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#### describe what to override.
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### `EventListenerKeyboard` - responds to keyboard events
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#### describe what to override.
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### `EventListenerAcceleration` - responds to accelerometer events
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#### describe what to override.
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### `EventListenMouse` - responds to mouse events
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#### describe what to override.
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### `EventListenerCustom` - responds to custom events
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#### describe what to override.
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## Registering event with the dispatcher
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## Removing events from the dispatcher
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9.md

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# Chapter 9: 3D
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## 3D Sprite
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## 3D Actions
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## 3D Animations
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## Placeholders for: Lights, Shadows, Cameras
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