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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

Time for action – coding the GameLayer interface


GameLayer is the main container in our game.

  1. Follow the steps to add a new file to your Classes folder. This is a C++ file called GameLayer.

  2. Select your GameLayer.h. Just below the first define preprocessor command, add:

    #define GOAL_WIDTH 400
  3. We define the width of the goals in pixels.

  4. Next, add the declarations for our sprites and our score text labels:

    #include "cocos2d.h"
    #include "GameSprite.h"
    
    using namespace cocos2d;
    
    class GameLayer : public Layer
    {
        GameSprite* _player1;
        GameSprite* _player2;
        GameSprite* _ball;
        
        Vector<GameSprite*> _players;
        Label* _player1ScoreLabel;
        Label* _player2ScoreLabel;

    We have the GameSprite objects for two players (the weird looking things called mallets), and the ball (called a puck). We'll store the two players in a Cocos2d-x Vector. We also have two text labels to display the score for each player.

  5. Declare a variable to store the screen size. We'll use this a lot for positioning...

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