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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

Time for action – pausing the game with a pause dialog


We will start with adding a pause dialog to allow the player to pause the game:

  1. Create a new group in Resources and call it Dialogs. Then, open the book's supporting files in Chapter_09/Assets/Dialogs and add all the images to that group.

  2. Create a new Objective-C class in the Scenes group. Name the class PauseDialog and make it a subclass of CCNode.

    Tip

    Note that it is a subclass of CCNode not CCScene. We have used a similar approach when we created the HUDLayer class. You can read Chapter 6, Rendering Text, to refresh your memory. We are going to use CCNode as a base class for all dialogs.

  3. Open the PauseDialog.h file and add the following property. It will allow the object, which creates the dialog to be notified when the dialog is closed.

    @property (nonatomic, copy) void(^onCloseBlock)(void);

    Note

    If you are unfamiliar with blocks, I suggest that you read Apple's documentation at https://developer.apple.com/library/ios/documentation/cocoa...

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