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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Creating system fonts


You can create the labels that use the fonts of the host operating system; therefore, you would not be required to provide a font file. It is recommended that you use this kind of label only for testing purposes, since it would decrease the framework's flexibility because the selected font may not be available on the user's Android operating system version.

Just for the sake of testing, below our current text, we will add the following label in the init method of the GameOverScene.cpp implementation file:

auto label2 = Label::createWithSystemFont("Your score is", "Arial", 48);
label2->setPosition(origin.x + visibleSize.width/2,origin.y + visibleSize.height /2.5);
this->addChild(label2, 1);

This code yields the following result:

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