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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Using .plist files


PLIST used in OS X and iOS is a property list. The file extension is .plist, but in fact, the PLIST format is an XML format. We often use .plist files to store game settings and so on. Cocos2d-x has a class through which you can easily use .plist files.

Getting ready

Firstly, you need to create a .plist file and save it as test.plist to the Resources/res folder in your project. In this case, it has two keys, namely foo and bar. The foo key has an integer value of 1. The bar key has a string value of This is string. Refer to the following code:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
  <key>foo</key>
  <integer>1</integer>
  <key>bar</key>
  <string>This is string</string>
</dict>
</plist>

How to do it...

You can parse a .plist file by using the FileUtils::getValueMapFromFile...

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