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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 – creating a parallax effect

The parallax effect in our game takes place inside the main loop:

  1. So in our update method, you will find the following lines of code:
    if (_player->getVector().x > 0) {
      _background->setPositionX(_background->getPosition().x -  _player->getVector().x * 0.25f);

    First, we move the _background sprite, which contains the cityscape texture repeated three times along the x axis, and we move it at one-fourth of the speed of the _player sprite.

  2. The _background sprite scrolls to the left, and as soon as the first cityscape texture is off the screen, we shift the entire _background container to the right at precisely the spot where the second cityscape texture would appear if allowed to continue. We get this value by subtracting where the sprite would be from the total width of the sprite:
    float diffx;
      
    if (_background->getPositionX() < -_background ->getContentSize().width) {
      diffx = fabs(_background->getPositionX()) ...
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