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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

The easy way – CCLabelTTF

We've already used the CCLabelTTF class to display the text on the screen. It was pretty easy, wasn't it? We only specified the font name, the size, and the text itself, and here it was displayed on the screen. But there is a price for that simplicity.

Unfortunately, it is not that simple to draw text using OpenGL (which is used by Cocos2D internally). There is simply no built-in functionality that takes the text and renders it on the screen. We have to render the text manually by drawing each letter separately in its place using primitives (lines and triangles), and doing this for every frame badly affects performance.

To optimize this, Cocos2D renders the text only once, places the result into the texture, and then displays this texture. In other words, it creates an image in memory with this text on the fly, and then it easily renders this image using OpenGL.

This helps to optimize performance, but if we change any property of the label (font...

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