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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Time for action – creating a scene transition

You have, of course, been using scenes all along.

  1. Hidden in AppDelegate.cpp, you've had lines like:
    auto scene = GameLayer::scene();
    // run
    director->runWithScene(scene);
  2. So, in order to change scenes, all you need to do is tell the Director class which scene you wish it to run. Cocos2d-x will then get rid of all the content in the current scene, if any (all their destructors will be called), and a new layer will be instantiated and wrapped inside the new Scene.
  3. Breaking the steps down a little further, this is how you usually create a new scene for Director:
    Scene* MenuLayer::scene()
    {
        // 'scene' is an autorelease object
        auto scene = Scene::create();
        // add layer as a child to scene
        auto layer = new MenuLayer();
        scene->addChild(layer);
        layer->release();
        return scene;
    }
  4. The static MenuLayer::scene method will create a blank scene, and then create a new instance of MenuLayer and add it as a...
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