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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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 Hernandez Hernandez
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Hernandez
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Toc

Table of Contents (16) Chapters Close

Building Android Games with Cocos2d-x
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Setting Up Your Development Environment FREE CHAPTER 2. Graphics 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Game menus


It is very common to have menus in some part of our games, such as the main screen and the configuration screen. This framework provides us with a simple way to add menus to our games.

The following code listing shows the menu creation process:

auto closeItem = MenuItemImage::create("pause.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::pause_pressed, this));
closeItem->setPosition(Vec2(_visibleSize.width – closeItem->getContentSize().width/2 , closeItem-> getContentSize().height/2));
auto menu = Menu::create(closeItem, nullptr);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);

As we can see from the previous listing, we have first created a menu item by instantiating the MenuItemImage class and passing three parameters to the create method: the first parameter indicates what image should be displayed for the menu item, the second is the image that should be displayed when the image is selected, and the third parameter specifies the method that should be...

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