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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Time for action – creating Menu and MenuItem

In GameLayer.cpp, scroll down to the createGameScreen method. We'll add the new logic to the end of this method.

  1. First, create the menu item for our start game button:
    auto menuItemOn =  Sprite::createWithSpriteFrameName("btn_new_on.png");
    auto menuItemOff =  Sprite::createWithSpriteFrameName("btn_new_off.png");
    
    auto starGametItem = MenuItemSprite::create( menuItemOff,
    menuItemOn, CC_CALLBACK_1(GameLayer::startGame, this));

    We create a MenuItemSprite object by passing it one sprite per state of the button. When the user touches a MenuItemSprite object, the off state sprite is turned invisible and the on state sprite is turned visible, all inside the touch began event. If the touch is ended or cancelled, the off state is displayed once again.

    We also pass the callback function for this item; in this case, GameLayer::StartGame.

  2. Next, we add the tutorial button:
    menuItemOn =  Sprite::createWithSpriteFrameName("btn_howto_on...
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