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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 – retrieving data from the .plist file

The level data is loaded in GameLayer.

  1. Inside the GameLayer constructor, we load the data like this:
    _levels = FileUtils::getInstance()- >getValueVectorFromFile("levels.plist");

    Cocos2d-x will take care of mapping FileUtils to the correct target. There is FileUtils for each platform that is supported by the framework and they all can be made to work with the .plist format. Sweet! If the data in the .plist file is an Array, you must convert it to ValueVector; if it's Dictionary, you must convert it to a ValueMap. We'll do that next when we load the data for a specific level.

    Note

    If we divide the levels into multiple .plist files, then we would need logic to refresh the _levels array each time a new .plist file is loaded.

  2. Inside the loadLevel method, we load the data for the level like this:
    ValueMap levelData = _levels.at(_currentLevel).asValueMap();

    Here, the data in the .plist file is Dictionary, so we must convert...

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