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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Handling the touch event


The most common way to create interaction between games and users is through touch events. Handling the touch event is very straightforward in Cocos2d-x.

In this section, we will allow the user to move our player sprite by touching it and moving it to the desired position.

The first thing that we will do is create the initTouch, movePlayerByTouch, and movePlayerIfPossible methods in the HelloWorldScene.h class header file, as we can see in the following code listing:

void initTouch();
void movePlayerByTouch(cocos2d::Touch* touch, cocos2d::Event* event);
void movePlayerIfPossible(float newX);

Now let us add the initialization code to the initTouch method in the implementation file HelloWorldScene.cpp. In this simple game, we are going to use a single touch that is going to be used to move around our bunny character, no multi-touch handling is required.

In order to handle the single touch, we will create a new instance of the EventListenerTouchOneByOne class, then we are...

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