Game Development Reference
In-Depth Information
Time for action - coding the Block object
Once again a static method,
create
, will use
blank.png
to create our
Block
sprite.
Only this time, we don't actually change the texture rectangle for
Block
inside
create
:
1. The
Block
object is properly textured inside the
setupBlock
method:
void Block::setupBlock (int width, int height, int
type) {
_type = type;
_width = width * _tileWidth;
_height = height * _tileHeight;
this->setAnchorPoint(Vec2(0,0));
this->setTextureRect(Rect(0, 0, _width, _height));
A
Block
object's appearance will be based on its type, width, and height.
The
Block
sprite's registration point is set to top left. And we finally change the
Block
object's texture rectangle size here.
2. Then we set the
Block
object's color based on type:
switch (type) {
case kBlockGap:
this->setVisible(false);
return;
case kBlock1:
this->setColor(Color3B(200,200,200));
break;
case kBlock2:
this->setColor(Color3B(150,150,150));
break;