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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

Creating a mouse joint


Since the catapult is a physics body constrained by a revolute joint with a motor and limits enabled, it would be rather complicated to make it move in a non-physics way. Thus, we use the b2MouseJoint class provided by Box2D, which is specifically designed for a situation like ours. So, let's define the creation of the b2MouseJoint class in the ccTouchesBegan function in GameWorld.cpp:

void GameWorld::ccTouchesBegan(CCSet* set, CCEvent* event)
{
  if(is_catapult_ready_ && !mouse_joint_)
  {
    CCTouch* touch = (CCTouch*)(*set->begin());
    CCPoint touch_point = touch->getLocationInView();
    touch_point = CCDirector::sharedDirector()->
   convertToGL(touch_point);

    // convert from screen to physics co-ordinates
    b2Vec2 touch_world_point = b2Vec2(SCREEN_TO_WORLD(touch_point.x), 
   SCREEN_TO_WORLD(touch_point.y));
    // only accept touches to the left of the catapult
    if(touch_world_point.x < catapult_body_->GetPosition().x)
    ...
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