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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

Putting everything together


After all the codes that we have added during this chapter, now, our HelloWorldScene.h header file will look like this:

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
  static cocos2d::Scene* createScene();
  virtual bool init();
  void pauseCallback(cocos2d::Ref* pSender);
  CREATE_FUNC(HelloWorld);
private:
  cocos2d::Director *_director;
  cocos2d::Size visibleSize;
  cocos2d::Sprite* _sprBomb;
  cocos2d::Sprite* _sprPlayer;
  void initPhysics();
  bool onCollision(cocos2d::PhysicsContact& contact);
  void setPhysicsBody(cocos2d::Sprite* sprite);
  void initTouch();
  void movePlayerByTouch(cocos2d::Touch* touch, cocos2d::Event* event);
  void movePlayerIfPossible(float newX);
  void movePlayerByAccelerometer(cocos2d::Acceleration* acceleration, cocos2d::Event* event);
  void initAccelerometer();
  void initBackButtonListener();
  void onKeyPressed(cocos2d::EventKeyboard...
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