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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Keeping track of the score and the game over condition

To keep score, each time the player rocket hits the enemy, the player will get one point. If the enemy reaches the left of the screen or the enemy bullet hits the player, it should trigger the game over condition.

For this, create two global variables in the GameplayLayer.h file: an int and a bool variable. The int score variable will keep track of the score, and the bool gameOver variable will be used to check the game over condition:

    int score;
    bool gameOver;

In the constructor, initialize these two variables:

    score = 0;
    gameOver = false;

Next, as per our logic, the game should be over when any of the enemies goes beyond the left of the screen or any of the enemies' bullets hits the player. So, to satisfy the condition, add the gameover = true condition while updating the enemies and checking for the collision between the enemy bullet and the player:

    //enemies
    if(enemies->count() >= 0 )
    {
        for...
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