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

Adding the controls


We have the code in place to add and remove platforms based on the user's touch. So it's time to code the touch controls for the game. Let's look at the ccTouchesBegan function in GameWorld.cpp:

void GameWorld::ccTouchesBegan(CCSet* set, CCEvent* event)
{
  // don't accept touch when clown is in these states
  if(clown_->GetState() == E_CLOWN_ROCKET ||
    clown_->GetState() == E_CLOWN_BALLOON ||
    clown_->GetState() == E_CLOWN_UP)
    return;

  CCTouch* touch = (CCTouch*)(*set->begin());
  CCPoint touch_point = touch->getLocationInView();
  touch_start_ = CCDirector::sharedDirector()->
    convertToGL(touch_point);
  
  // remove any previously added platforms
  RemovePlatform();
  // convert touch coordinates with respect to game_object_layer_ and position the platform there
  platform_->setPosition(game_object_layer_->
    convertToNodeSpace(touch_start_));
  platform_->setVisible(true);
  platform_->setScaleX(0);
}

We start by storing...