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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 transitions with a singleton Layer class

We first need to make sure the layer in question can only be instantiated once.

  1. The scene static method in GameLayer looks like this:
    Scene* GameLayer::scene(int level, int levelsCompleted)
    {
        // 'scene' is an autorelease object
        auto scene = Scene::create();
       // add layer as a child to scene
        scene->addChild(GameLayer::create(level, levelsCompleted));
       return scene;
    }

    This layer receives two parameters when created: the game level it should load and the number of levels completed by the player. We create a new Scene object and add GameLayer as its child.

  2. But take a look at the static create method in GameLayer:
    GameLayer * GameLayer::create (int level, int levelsCompleted) {
        if (!_instance) {
            _instance = new GameLayer();
        } else {
            _instance->clearLayer();
        }
        _instance->setLevelsCompleted(levelsCompleted);
        _instance->loadLevel(level);
        _instance-...
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