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Handling touches in the game

From: Building and Monetizing Game Apps for Android

Video: Handling touches in the game

Now we add interactivity to our game and CCTouchesBegan. Here is the plan, we're going to grab the touch information, including the location information, loop through all of the moles and see if they touch touched one of the moles. If so, we're going to send a message to the Mole that it was tapped and handle it from there. So, inside CCTouchesBegan in the game class, reference to CCTouch, we'll call it *touch, and we're going to set it = typecasted (CCTouch *), that's going to pTouches any object.

Handling touches in the game

Now we add interactivity to our game and CCTouchesBegan. Here is the plan, we're going to grab the touch information, including the location information, loop through all of the moles and see if they touch touched one of the moles. If so, we're going to send a message to the Mole that it was tapped and handle it from there. So, inside CCTouchesBegan in the game class, reference to CCTouch, we'll call it *touch, and we're going to set it = typecasted (CCTouch *), that's going to pTouches any object.

Now a pTouches is a CCSet, which is similar to an array, it's a set of objects and so there are multiple touches inside of pTouches. This method is also called CCTouchesBegan implying that multiple touches could happen at one time. You can use this to handle multi-touch, but on Android I've seen it work very sporadically. It worked fine for me on iOS where I like to just loop through the CCSet, but on Android, multi touches will only work once in a while. So I chose not to use it in this case.

If you find a very effective way to handle multi-touch on android with Cocos2d-X, let me know on Twitter. Let's go to the next line and your CCpoint, this is going to be the location, and we are going to set it =touch-> locationInView. And then we are going to set location again, and this is going to be CCDirector::sharedDirector()-> convertToGL and then just pass in a (location). Now this is going to be very familiar, since we already handled Touches in the exact same way.

So now what we are going to do is loop through all of the moles, and to see if this location overlaps any of the bounding boxes of the moles, and if so, we will just tell that mole that it was tapped. So, I create a for Loop, standard here, (int i=0) we are going to loop through the count of the moles. So, as long as (i) counts i++ and then inside of the loop we're going to reference a mole based on the index of the mole inside of the Moles array.

So, we are going to have to typecast it, because it returns CCObject for each object in the array. So, it's going to be moles-> objectAtIndex pass in (i )and so there' is our mole. Now we want to see if the mole is up, so we're going to see if the mole is not up, and if it's not up, we are just going to continue to the next mole. So, mole->getIsUp, so I continue instead of that if () statement. And now we are going to create another if() statement. So we know now that the mole IsUp and we want to check to see if the touch is inside of the mole's bounding box and you may remember how we do that before.

So, we just do (CCRect:: CCRectContainsPoint and we passed in the rectangle, which is going to be the bounding box of the (mole). So, (mole->boundingBox) and the next parameter is the location. And then in here we just tell the mole that it was tapped and then we don't need to go through any other moles since we already have one, so we'll just break out of the loop. And now I am interested to find what happens on the mole side when it's tapped. So save and jump over to Mole.cpp and we will handle that there, scroll down in the Mole class to what is tapped, should be empty.

And in here what we going to do is just stop all the molesActions(), and then we'll run the animated actions have the mole animate down. So this run action we want to pass in (Utils::getAnimationWithFrames), when we pass in 21 and 31 that's the mole hit animation so it's going to turn red. And then finally, we are going to set isUp = false, so the mole is no longer counted as up, once it's been tapped. So, let's save the file and just test it out in the emulator.

So now hit play, and you'll see that Moles pop up and then I can tap them and they play a little animation and go down, excellent! So, as expected, when you tap on the Mole, the Mole animation plays and the Mole goes back down and has the opportunity come back up again, and now our game finally feels like a game.

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Building and Monetizing Game Apps for Android

55 video lessons · 10635 viewers

Todd Perkins
Author

 
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  1. 5m 1s
    1. Welcome
      59s
    2. Using the exercise files
      2m 36s
    3. What you should know before starting this course
      25s
    4. Viewing the finished game
      1m 1s
  2. 19m 49s
    1. Understanding and downloading Cocos2d-x
      2m 16s
    2. Downloading the Android NDK
      1m 49s
    3. Creating a Cocos2d-x project template for Eclipse
      4m 51s
    4. Finishing the project template
      1m 4s
    5. Preparing Eclipse to use C++
      1m 9s
    6. Importing the project into Eclipse
      3m 48s
    7. Adding GLES 2.0 support to your emulator
      3m 45s
    8. Fixing additional compiler issues
      1m 7s
  3. 52m 7s
    1. Understanding scenes, layers, and sprites
      2m 16s
    2. Using scenes, layers, and sprites
      3m 58s
    3. Positioning sprites
      1m 4s
    4. Adjusting basic sprite properties
      5m 32s
    5. Handling touches
      3m 54s
    6. Accessing accelerometer data
      6m 7s
    7. Understanding Cocos2d actions
      2m 37s
    8. Working with sprite sheets
      4m 28s
    9. Creating simple frame animations
      3m 44s
    10. Setting a game to display in portrait mode
      54s
    11. Designing for multiple screens
      3m 20s
    12. Running Java code from C++
      5m 21s
    13. Running C++ code from Java
      3m 31s
    14. Using buttons
      3m 34s
    15. Playing audio
      1m 47s
  4. 17m 0s
    1. Viewing a flowchart of the game's core classes
      1m 25s
    2. Creating constants and editing the AppDelegate and Main classes
      4m 8s
    3. Building the GameButton class
      3m 38s
    4. Constructing the custom pop-up menu utility
      2m 52s
    5. Setting up the code in the MainMenu class
      2m 10s
    6. Making the Utils class
      2m 47s
  5. 53m 13s
    1. Adding the game layers and the background
      5m 41s
    2. Laying out moles in the Game class
      4m 45s
    3. Animating the moles
      5m 44s
    4. Displaying moles at a specified time interval
      4m 39s
    5. Handling touches in the game
      4m 11s
    6. Displaying the player's score
      4m 2s
    7. Handling misses
      6m 27s
    8. Controlling the number of moles on the screen
      2m 25s
    9. Adding sound
      2m 31s
    10. Enabling a pause feature
      5m 36s
    11. Displaying the game-over screen
      3m 13s
    12. Saving the player's high score
      3m 59s
  6. 6m 53s
    1. Preparing your game to support Google ads
      3m 14s
    2. Implementing Google ads in your game
      3m 39s
  7. 18m 9s
    1. Handling skins in your game code
      4m 55s
    2. Setting up in-app purchases (IAP) for an Amazon Appstore app
      3m 1s
    3. Implementing Amazon IAP code
      4m 11s
    4. Setting up IAP for Google Play
      2m 38s
    5. Implementing Google Play IAP code
      3m 24s
  8. 2m 56s
    1. Using the Cocos2d-x website
      1m 13s
    2. Viewing additional Android game development resources
      1m 43s
  9. 29s
    1. Goodbye
      29s

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