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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Texts and fonts


So, you might be wondering why initially in Chapter 1, Getting Started, Cocos2d-x we used CCLabelTTF, but in the previous chapter, we used CCLabelBMFont. Is there a difference between them? If there is, how is one type of font different from the other?

The two types of fonts are quite different. CCLabelTTF uses file types with the .ttf extension or TrueType font, and CCLabelBMFont uses files with the .fnt extension and are called bitmap fonts.

It is always preferred to use bitmap fonts over the TrueType font in games. The text we see on the screen is actually an image, regardless of whether you use BMFont or TTF. In the case of TTF, the processor has to do some work in looking up the character that it has to display and then convert it into an image so that it can display it on the screen. This will be done each time a character has to be displayed on the screen, even if it is the same character repeated again. BMFont has 2 files accompanying each font unlike the TTF, which...

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