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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

The rocket sprite


Time to tackle the second object in the game: the rocket.

Once again, I already put in place the part of the logic that's old news to you. But please review the code already inside Rocket.cpp. We have a method to reset the rocket every time a new game starts (reset), and a method to show the selected state of the rocket (select(bool flag)) by changing its displayed texture:

if (flag) {
    this->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("rocket_on.png"));
} else {
    this->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("rocket.png"));
}

This will either show the rocket with a glow around it, or not.

And finally a method to check collision with the sides of the screen (collidedWithSides). If there is a collision, we adjust the rocket so it moves away from the screen side it collided with, and we release it from any pivot point.

What we really need to worry about here is the rocket's update method. And that's what...

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