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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 – coding the player


Open up the Player.cpp class.

  1. The _player object is created through a static method that uses our blank.png file to texture the sprite. That method also makes a call to initPlayer, and this is what you should type for that method:

    void Player::initPlayer () {
        this->setAnchorPoint(Vec2(0.5f, 1.0f));
        this->setPosition(Vec2(_screenSize.width * 0.2f, _nextPosition.y));
        
        _height = 228;
        _width = 180;
        this->setTextureRect(Rect(0, 0, _width, _height));
        this->setColor(Color3B(255,255,255));
    }

    The _player object will have its registration point at the top of the sprite. The reason behind this top center anchor point has much more to do with the way the _player object will be animated when floating, than with any collision logic requirements.

  2. Next comes setFloating:

    void Player::setFloating (bool value) {
        
        if (_floating == value) return;
        
        if (value && _hasFloated) return;
        
        _floating = value;
        ...
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