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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 – initializing our Terrain class


We'll go over these steps next:

  1. The first important method to implement is initTerrain:

    void Terrain::initTerrain () {
        
        _increaseGapInterval = 5000;
        _increaseGapTimer = 0;
        _gapSize = 2;
        
        //init object pools
        for (int i = 0; i < 20; i++) {
              auto block = Block::create();
              this->addChild(block);
              _blockPool.pushBack(block);
        }
    
       _minTerrainWidth = _screenSize.width * 1.5f;
       
        random_shuffle(_blockPattern.begin(), _blockPattern.end());
        random_shuffle(_blockWidths.begin(), _blockWidths.end());
        random_shuffle(_blockHeights.begin(), _blockHeights.end());
       
       this->addBlocks(0);
    }

    We have a timer to increase the width of gaps (we begin with gaps two tiles long).

    We create a pool for blocks so we don't instantiate any during the game. And 20 blocks is more than enough for what we need.

    The blocks we are currently using in the terrain will be stored inside a _blocks vector...

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