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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

Creating menus

In this recipe, we will create a menu. A menu has various buttons such as a start button and a pause button. A Menu is a very important component for any game and they are really useful too. The steps to use a menu are little complex. In this recipe, we will have a glance over creating menus to understand its complexity and to get used to them.

Getting ready

We prepared the following image as a button image and added them to the Resources/res folder in our project. We will use the following image of the button to use it as menu:

Getting ready

How to do it...

Firstly, we will create a simple menu that has one item for a button. We will use the item1.png file as the button image. Create the menu by using the code here.

auto normalItem = Sprite::create("res/item1.png");
auto selectedItem = Sprite::create("res/item1.png");
selectedItem->setColor(Color3B::GRAY);
auto item = MenuItemSprite::create(normalItem, selectedItem,
[](Ref* sender){
    CCLOG("tapped item"...
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