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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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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

Understanding the Event Dispatcher mechanism


Event handling is now different from how it was in the previous version (version 2) of Cocos2d-x. From version 3.0 onwards, we now have a unified event dispatching mechanism, called Event Dispatcher, that handles all sorts of user input events, which may happen during the game.

We can handle many kinds of user input events, such as touches, keyboard key press, acceleration, and mouse motion. In the following sections we will cover how to handle the user input events that relate to mobile games, such as touch, and accelerometer.

There are many classes that allow us to listen for each of the previously mentioned events; once we have instantiated any of these classes, we need to add them to the event dispatcher so, when a user event is triggered, it will call the method defined by its corresponding listener.

You can access the event dispatcher either by the _eventDispatcher instance attribute inherited from the Node class, or by calling the getEventDispatcher...

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