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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

Selecting resource files


Your game has images of each resolution for multiresolution adaption. If you have resolved to find an image for each resolution, your application logic is very complicated. Cocos2d-x has a search path mechanism for solving this problem. In this recipe, we will explain this search path mechanism.

Getting ready

If you want to share some resources between different resolutions, then you can put all the shared resources in the Resources folder, and put the resolution-specified resources in different folders as shown in the following image.

CloseNormal.png and CloseSelected.png are shared resources between different resolutions. However, HelloWorld.png is a resolution-specified resource.

How to do it...

You can set the priority to search resources for Cocos2d-x as follows:

std::vector<std::string> searchPaths; 
searchPaths.push_back("ipad"); 
FileUtils::setSearchPaths(searchPaths); 
Sprite *sprite = Sprite::create("HelloWorld.png");
Sprite *close  = Sprite::create("CloseNormal...
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