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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

During this chapter, we have added the particle systems to our game for adding realistic explosions each time our player touches a bomb. To achieve this goal, we have modified the HelloWorldScene.h header file and the HelloWorldScene.cpp implementation file.

This is how our HelloWorldScene.h header file looks, after the modifications made during this chapter:

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "PauseScene.h"
#include "GameOverScene.h"

class HelloWorld : public cocos2d::Layer{
public:
  static cocos2d::Scene* createScene();
  virtual bool init();
  CREATE_FUNC(HelloWorld);
private:
  cocos2d::Director *_director;
  cocos2d::Size _visibleSize;
  cocos2d::Sprite* _sprBomb;
  cocos2d::Sprite* _sprPlayer;
  cocos2d::Vector<cocos2d::Sprite*> _bombs;
  cocos2d::MenuItemImage* _muteItem;
  cocos2d::MenuItemImage* _unmuteItem;
  int _score;
  int _musicId;
  void initPhysics()...
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