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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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 Hernandez Hernandez
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Hernandez
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Toc

Table of Contents (16) Chapters Close

Building Android Games with Cocos2d-x
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Setting Up Your Development Environment FREE CHAPTER 2. Graphics 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Creating collections of the Cocos2d-x objects


We are going to add a particle system to our game to simulate the explosions each time the player touches a bomb. In the interest of doing this, we are going to use the Vector class located in the Cocos2d-x framework to create a collection of all the bomb objects created in our game, so that when the player touches the screen, we are going to traverse this collection to verify if the player has touched any of the bombs.

If the player touches any bomb, we are going to:

  • Show an explosion at the location where the bomb sprite was

  • Make the bomb invisible

  • Remove the bomb from the screen by using the inherited removeChild method, and finally

  • Remove the bomb object from the collection, so that the next time we traverse the vector, it is disregarded

For this matter, we are going to add the bomb collection to our HelloWorldScene.h definition file as follows:

cocos2d::Vector<cocos2d::Sprite*> _bombs;

Be aware that we are specifying that we want to use the...

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