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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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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

Creating your own Sprite

As you go about developing different types of games, you may find that you need to store some more information regarding the entities or objects in your game. Such a situation has arisen for this particular game as well. For SpaceCraze, we will need to manipulate the size of each of our entities' sprites: player, enemy and brick. In addition to size, we will also need to manipulate the boundingBox function. Why do we need to change the bounding box you wonder? Just take a look at a shot of the player's sprite frame shown here:

Creating your own Sprite

Notice how the texture here includes a shadow for styling. This would cause the bounding box for the player's sprite to include the shadow. Consequently, our collisions would look visually incorrect with the player getting shot without the enemy bullet actually making contact with the body of the player's ship.

So without further ado, let's get to the header file of the class that we shall conveniently name CustomSprite...

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