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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 – let's do some drawing!


Time to implement the drawing inside LineContainer.cpp. You will notice that this class already has most of its methods implemented, so you can save a little typing. I'll go over what these methods represent once we add the game's main update method. But basically LineContainer will be used to display the lines the player draws on screen to manipulate _rocket sprite, as well as display an energy bar that acts as a sort of timer in our game:

  1. What we need to change here is the update method. So this is what you need to type inside that method:

    _energy -= dt * _energyDecrement;
    if (_energy < 0) _energy = 0;
    clear();
    
    switch (_lineType) {
      case LINE_NONE:
       break;
      case LINE_TEMP:
       drawLine(_tip, _pivot, Color4F(1.0, 1.0, 1.0, 1.0));
       drawDot(_pivot, 5, Color4F(Color3B::WHITE));
       break;
                
      case LINE_DASHED:
       drawDot(_pivot, 5, Color4F(Color3B::WHITE));
       int segments = _lineLength / (_dash + _dashSpace);
       float t = 0.0f;
      ...
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