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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

The update loop


The update function for Inverse Universe will be similar to most other games where we update all the game elements and check for collisions. The code looks like this:

void GameWorld::update(float dt)
{
  // don't process if player is dying
  if(player_->is_dying_)
    return;

  // update each enemy
  CCObject* object = NULL;
  CCARRAY_FOREACH(enemies_, object)
  {
    Enemy* enemy = (Enemy*)object;
    if(enemy)
    {
      enemy->Update(player_->getPosition(), player_->GetShield() == NULL);
    }
  }

  // update each power-up
  object = NULL;
  CCARRAY_FOREACH(powerups_, object)
  {
    PowerUp* powerup = (PowerUp*)object;
    if(powerup)
    {
      powerup->Update();
    }
  }

  CheckCollisions();
  CheckRemovals();
}

We skip processing anything if the player's death animation is playing. We then iterate over the enemies_ and powerups_ arrays and update each object they contain. Finally, we check for collisions and for objects that must be removed. We will...

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