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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

Pausing the game


Let us start and create our game. The first feature that we are going to add is the functionality for pausing and resuming our game. Let's start building – we'll start by setting up the screen that will appear when we pause the game.

We will achieve this by adding a new pause scene to the scene stack. When this screen is removed from the stack, the HelloWorld scene will show up because it was the displayed screen before the pause scene was pushed into the scene stack. The following code listing shows how we can easily pause our game:

Organizing our resources files

When we created our Cocos2d-x project, some resources such as images and fonts have been added by default to the Resources folder of our project. We are going to organize them, so that it is easier to handle them. For that matter, we are going to create an Image folder in the Resources directory. In this new folder, we are going to put all our images. Later on in this chapter, we will explain how we are going to organize...

You have been reading a chapter from
Building Android Games with Cocos2d-x
Published in: Mar 2015
Publisher: Packt
ISBN-13: 9781785283833
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