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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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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Handling accelerometer events


Another common way of interacting between the game and the player is the accelerometer, which allows us to have hours of fun by moving our phone around in order to move our character and achieve the game's objective.

In order to add the accelerometer support to our game, we are first going to add the following method declaration to our HelloWorldScene.h header file:

void movePlayerByAccelerometer(cocos2d::Acceleration* acceleration, cocos2d::Event* event);
void initAccelerometer();

Now, let us create the code to our HelloWorld.cpp implementation file that corresponds to our accelerometer initialization. The first thing that we are going to do is enable the accelerometer sensor on the device, by calling the static method setAccelerometerEnabled located on the Device class, then we are going to create the event listener that will listen to the accelerometer's events and finally, we will add it to the event dispatcher, as shown in the following code:

void HelloWorld...
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