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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Creating the grid


Let's take some time now to review the grid logic in the game. This grid is created inside the createStarGrid method in GameLayer.cpp. What the method does is determine all possible spots on the screen where we can place the _star particle system.

We use a C++ vector list called _grid to store the available spots:

std::vector<Point> _grid;

The createStarGrid method divides the screen into multiple cells of 32 x 32 pixels, ignoring the areas too close to the screen borders (gridFrame). Then we check the distance between each cell and the planet sprites stored inside the vector _planets. If the cell is far enough from the planets, we store it inside the _grid vector as Point.

In the following figure, you can get an idea of the result we're after. We want all the white cells not overlapping any of the planets.

We output a message to the console with Log stating how many cells we end up with:

CCLOG("POSSIBLE STARS: %i", _grid.size());

This vector list will be shuffled at each...

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