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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

The Hero class


The Hero class will inherit from GameObject and will be responsible for handling the state machine of the hero and collision response, among a few other things. The constructor for the Hero class looks something like this:

Hero::Hero()
{
  type_ = E_GAME_OBJECT_HERO;
  state_ = E_HERO_STATE_NONE;
  is_on_ground_ = false;
  current_ground_height_ = 0.0f;
  platform_below_ = NULL;
}

We start off by setting the type_ of this object to E_GAME_OBJECT_HERO. We then initialize the member variables. The state_ variable (like you saw in Chapter 5, Let's Get Physical!) is the key to maintaining the state machine for the hero's behavior. We also have an is_on_ground_ flag that indicates when the hero is standing on a surface, which could be either a brick or a moving platform. So, we can set the appropriate state accordingly. We also have a current_ground_height_ variable that measures the height the hero has managed to reach and is at currently. This increases as the hero moves higher...

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