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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

Time for action – coding the Block object


Once again a static method, create, will use blank.png to create our Block sprite. Only this time, we don't actually change the texture rectangle for Block inside create:

  1. The Block object is properly textured inside the setupBlock method:

    void Block::setupBlock (int width, int height, int type) {
        
        _type = type;
        
        _width = width * _tileWidth;
        _height = height * _tileHeight;
        
        this->setAnchorPoint(Vec2(0,0));
        this->setTextureRect(Rect(0, 0, _width, _height));

    A Block object's appearance will be based on its type, width, and height.

    The Block sprite's registration point is set to top left. And we finally change the Block object's texture rectangle size here.

  2. Then we set the Block object's color based on type:

        switch (type) {
            
            case kBlockGap:
                this->setVisible(false);
                return;
                
            case kBlock1:
                
                this->setColor(Color3B(200,200,200));...
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