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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Controlling actions


In the previous recipe, you learned some of the basic actions. However, you may want to use more complex actions; for example, rotating a character while moving, or moving a character after jumping. In this recipe, you will learn how to control actions.

How to do it...

Sequencing actions

Sequence is a series of actions to be executed sequentially. This can be any number of actions.

auto move = MoveBy::create(2.0f, Vec2(100, 0));
auto rotate = RotateBy::create(2.0f, 360.0f);
auto action = Sequence::create(move, rotate, nullptr);
sprite->runAction(action);

The preceding command will execute the following actions sequentially:

  • Move a sprite 100px to the right over two seconds

  • Rotate a sprite clockwise by 360 degree over two seconds

It takes a total of four seconds to execute these commands.

Spawning actions

Spawn is very similar to Sequence, except that all actions will run at the same time. You can specify any number of actions at the same time.

auto move = MoveBy::create(2.0f...
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