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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 – creating a timer

We create timers in pretty much the same way we create our main loop.

  1. First, we add a second scheduled event by adding this line to our GameLayer constructor:
    this->schedule(CC_SCHEDULE_SELECTOR(GameLayer::ticktock), 1.5f);
  2. With this, we create a separate timer that will run the ticktock method every 1.5 seconds (I decided in the end that 1.5 seconds looked better).
  3. The method keeps updating the value of the _time property and displaying it in the _timer label.
    void GameLayer::ticktock(float dt) {
        if (_gameState == kGamePlay) {
            _time++;
            _timer->setString(std::to_string(_time));
        }
    }

What just happened?

We added a timer to our game by scheduling a second update—specifying the time interval we wanted—using the schedule method.

If you wish to remove a timer, all you need to do is call the unschedule(SEL_SCHEDULE selector) method of nodes anywhere in your class.

Now, let's take our Box2D game to Android.

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