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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

Using bitmap fonts for better performance


As we've seen before, CCLabelTTF is very easy to use, but we also must be aware of its drawbacks; the biggest one of which is its poor performance. Fortunately, we have an alternative way of rendering text with the help of bitmap fonts and the CCLabelBMFont class in Cocos2D.

What are bitmap fonts? Well, since OpenGL can't draw text natively, but it surely can draw images very well, it is obvious that we can use images to represent our text. We can simply create an image containing all letters, and then when we need to write some text, we just draw each letter in its place on the screen.

Note

To visualize this process, just recall some movie where an evil guy cuts letters from newspapers and magazines to create anonymous threating letters. The only difference is that we have an unlimited number of each letter because nothing is really cut.

Also, as we already know drawing images one by one is a pretty expensive operation, so it would be better to group...

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