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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

Containers within containers

Before we move to the parallax effect logic, there is something I wanted to talk about related to the layering of our _gameBatchNode object, which you'll recall is a SpriteBatchNode object.

If you go to the static create method inside Terrain.cpp, you will notice that the object is still created with a reference to a blank.png texture:

terrain->initWithSpriteFrameName("blank.png")

In fact, the same 1 x 1 pixel image used in the test version is now in our sprite sheet, only this time the image is transparent.

This is a bit of a hack, but necessary, because a sprite can only be placed inside a batch node if its texture source is the same used to create the batch node. But Terrain is just a container, it has no texture. However, by setting its blank texture to something contained in our sprite sheet, we can place _terrain inside _gameBatchNode.

The same thing is done with the Block class, which now, in the final version of the game, behaves like another...

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