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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Adding tilt controls


Tilt controls, also referred to as the accelerometer, can be added to any layer in the same way touch controls are added. It is as simple as calling the setAccelerometerEnabled(true)function in the init function of GameWorld and then overriding the virtual function didAccelerate. Let's take a look at the didAccelerate function:

void GameWorld::didAccelerate(CCAcceleration* acceleration_value)
{
  HandleInput(ccp(acceleration_value->x, acceleration_value->y));
}

The didAccelerate function gets a parameter of type CCAcceleration*, which contains three values: x, y, and z. These three values signify how much the device has tilted in the x, y, and z directions. Take a look at the following table to understand the values Cocos2d-x passes into the didAccelerate function:

Tilt direction

X

Y

Extreme left

-0.9f to -1.1f

0.0f

Extreme right

0.9f to 1.1f

0.0f

Extreme forward

0.0f

0.9f to 1.1f

Extreme backward

0.0f

-0.9f to -1.1f

Note

The preceding values are approximate...

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