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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Calling functions with actions


You may want to call a function by triggering some actions. For example, you are controlling the sequence action, jump, and move, and you want to use a sound for the jumping action. In this case, you can call a function by triggering this jump action. In this recipe, you will learn how to call a function with actions.

How to do it...

Cocos2d-x has the CallFunc object that allows you to create a function and pass it to be run in your Sequence. This allows you to add your own functionality to your Sequence action.

auto move = MoveBy::create(2.0f, Vec2(100, 0));
auto rotate = RotateBy::create(2.0f, 360.0f);
auto func = CallFunc::create([](){
    CCLOG("finished actions");
});
auto action = Sequence::create(move, rotate, func, nullptr);
sprite->runAction(action);

The preceding command will execute the following actions sequentially:

  • Move a sprite 100px to the right over two seconds

  • Rotate a sprite clockwise by 360 degrees over two seconds

  • Execute CCLOG

How it works...

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