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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

Using the acceleration sensor


By using an acceleration sensor on the device, we can make the game more engrossing, by using operations such as shaking and tilting the device. For example, move the ball by tilting the screen, the maze game that aims at the goal, and the skinny panda trying to go on a diet, wherein the players shake the device to play the game. You can get the tilt value and the moving speed of the device by using the accelerometer. If you can use it, your game becomes more unique. In this recipe, we learn how to use the acceleration sensor.

How to do it...

You can get the x, y, and z axis values from the acceleration sensor by using the following code:

Device::setAccelerometerEnabled(true);
auto listener = EventListenerAcceleration::create([](Acceleration* 
acc, Event* event){ 
    CCLOG("x=%f, y=%f, z=%f", acc->x, acc->y, acc->z); 
}); 
this->getEventDispatcher()- 
>addEventListenerWithSceneGraphPriority(listener, this);

How it works...

  1. Firstly, you enable the...

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