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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 actions with Cocos2d-x


Creating actions with Cocos2d-x is a very simple process:

  1. Inside our createActions method, we will instantiate the actions we can use repeatedly in our game. Let's create our first actions:

    void GameLayer::createActions() {
     //swing action for health drops
     auto easeSwing = Sequence::create(
     EaseInOut::create(RotateTo::create(1.2f, -10), 2),
     EaseInOut::create(RotateTo::create(1.2f, 10), 2),
     nullptr);//mark the end of a sequence with a nullptr
     _swingHealth = RepeatForever::create( (ActionInterval *) easeSwing );
     _swingHealth->retain();
  2. Actions can be combined in many different forms. Here, the retained _swingHealth action is a RepeatForever action of Sequence that will rotate the health sprite first one way, then the other, with EaseInOut wrapping the RotateTo action. RotateTo takes 1.2 seconds to rotate the sprite first to -10 degrees and then to 10. And the easing has a value of 2, which I suggest you experiment with to get a sense...

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