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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Keeping the screen alive


In the previous section we added the accelerometer interaction to our game, which means that our player is controlling the main character by moving the phone rather than by touching the screen, this will cause many android devices to turn off the screen after a period of inactivity (not touching the screen). Of course, no one would like that our Android device's screen suddenly goes black; in order to prevent this from happening, we will call the setKeepScreenOnJni method, introduced in the previous version 3.3 of the framework. Prior to this version, this annoying situation was considered a framework flaw, and now it has finally been fixed.

We first need to include the helper in our HelloWorldScene.cpp header file as follows:

#include "../cocos2d/cocos/platform/android/jni/Java_org_cocos2dx_lib_Cocos2dxHelper.h"

Then, we are going to add the following line at the end of our init method in the HelloWorldScene.cpp implementation file:

setKeepScreenOnJni(true);
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