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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

Setting things into motion

We'll need to move the castle and the silhouettes to create an illusion of the dragon flying. We do this by updating their position after every tick, as shown here:

FairytaleManager.prototype.update = function() {
  this.updateCastle();
  this.updateSilhouette();
};

The update function will be called from the parent layer (MainMenu or GameWorld) on every tick. It is here that you will have to move your castle and the backdrop. The updateCastle and updateSilhouette functions are identical, so I will discuss the updateCastle function only:

FairytaleManager.prototype.updateCastle = function(){
  for(var i = 0; i < this.castleSprites.length; ++i)
  {
    // first update the position based on the scroll speed
    var castleSprite = this.castleSprites[i];
    castleSprite.setPosition(castleSprite.getPositionX() - MAX_SCROLLING_SPEED, castleSprite.getPositionY());

    // check if the sprite has gone completely out of the left edge of the screen
    if(castleSprite...
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