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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Changing gravity by using the acceleration sensor

A game with a physics engine will often change the direction of gravity by tilting the device. By doing so, it is possible to add realism in the game. In this recipe, you can change the direction of gravity by using an acceleration sensor.

Getting ready

To avoid screen rotation, you have to change some code and settings. Firstly, you should set Device Orientation to only Landscape Right as shown in the following image:

Getting ready

Secondly, you change the shouldAutorotate method's return value to false in RootViewController.mm.

- (BOOL) shouldAutorotate {
    return NO;
}

How to do it...

You check the acceleration sensor value in HelloWorld.cpp as follows:

Device::setAccelerometerEnabled(true);
auto listener = EventListenerAcceleration::create([=](Acceleration* acc, Event* event){
    auto gravity = Vec2(acc->x*100.0f, acc->y*100.0f);
    world->setGravity(gravity);
});
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority...
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