Book Image

Cocos2d-X Game Development Blueprints

By : Karan Sequeira
Book Image

Cocos2d-X Game Development Blueprints

By: Karan Sequeira

Overview of this book

Table of Contents (17 chapters)
Cocos2d-x Game Development Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating the clown


Now that we have built the boundary within which we will restrict the clown's movements, and a perfectly bouncy trampoline, it is time to actually create the clown. We will create a class to handle the daredevil personality of our clown and will very intelligently name the class Clown.

Our Clown class will inherit from GameObject, so we need not worry about updating the position of the clown with respect to his body. However, we will define the clown's state machine in this class. For now, let's look at the CreateClown function in the GameWorld.cpp file:

void GameWorld::CreateClown()
{
  // clown will be a dynamic body
  b2BodyDef clown_def;
  clown_def.type = b2_dynamicBody;
  // clown will start off at the centre of the screen
  clown_def.position.Set(SCREEN_TO_WORLD(SCREEN_SIZE.width/2), 
    SCREEN_TO_WORLD(SCREEN_SIZE.height/2.75));
  b2Body* clown_body = world_->CreateBody(&clown_def);

  // create clown, set physics body & add to batch node
  clown_ = Clown...