Using a lambda as a MenuItem callback: auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected. Lambdas are also evaluated at runtime instead of compile time.Ī simple lambda: // create a simple Hello World lambda auto func = () Them! A lambda function is a function you write inline in your source code. If you run the sample code for this chapter you will see a Menu containingĪbove we just learned that when you click a menu item it triggers a callback.Ĭ++11 offers lambda functions and therefore Cocos2d-x takes full advantage of * repeat for as many menu items as needed */ auto menu = Menu::createWithArray(MenuItems) creating a menu with a single item // create a menu item by specifying images auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png",ĬC_CALLBACK_1(HelloWorld::menuCloseCallback, this)) Īuto menu = Menu::create(closeItem, NULL) Ī menu can also be created by using a vector of MenuItem objects: // creating a Menu from a Vector of itemsĪuto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", Menu can have just a single item or many items. You tap/click the menu item and it runs the code you specified. On the menu item a callback is triggered. Have two possible states, a normal and a selected state. Cocos2d-x offers a variety of ways to create your menu items includingīy using a Label object or specifying an image to display. Menu object as a place holder for your menu items: auto myMenu = Menu::create() Īs we described options above of Play, Quit, Settings andĪbout, these are your menu items. Menus often contain buttons like Play, Quit, Settings andĪbout, but could also contain other Menu objects for a nested menu system.Ī Menu object is a special type of Node object. In your game you would probably use a Menu object to navigate through are all probably familiar with what a menu is. (t) //tRotation(20) // Gets the spriteA's transform.t = spriteA.nodeToParentTransform() // Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. Ccmenu add child cocos2dx Colormunki display installation Multiledger commission on all sales Train simulator 2020 free download steam Portrait painter peter ledy Apple newton Turbo boost switcher m1 Author. (t) //tScale(2) // Gets the spriteA's transform.t = spriteA.nodeToParentTransform() // Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. So just add it to layer.// But we want to simulate `parent-child` relationship for these two (spriteB) //tPosition(ccp(200, 200)) // Gets the spriteA's transform.var t = spriteA.nodeToParentTransform() // Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. create a batchNodevar batch= cc.SpriteBatchNode.create("Icon-114.png") this.addChild(batch) // create two sprites, spriteA will be added to batchNode, they are using different textures.var spriteA = cc.Sprite.createWithTexture(batch->getTexture()) var spriteB = cc.Sprite.create("Icon-72.png") batch.addChild(spriteA) // We can't make spriteB as spriteA's child since they use different textures. ![]() It could be used to simulate `parent-child` relationship between two nodes (e.g. The additional transform will be concatenated at the end of nodeToParentTransform. # The grid will render the captured screen // examplecc.Sprite = cc.Node.extend( # The node will be moved according to the camera values (camera) Order in transformations with grid enabled # The node will be translated (position) Order in transformations with grid disabled create callbacks to handle the advancement of time overriding init to initialize resources and schedule callbacks Subclassing a cc.Node usually means (one/all) of: Hi you can create menu in cocos2d with use of CCMenu and CCMenuItemLabel here i am sharing you an example from which i made menu screen for option so it will helpful to you here the method which shows you to use of CCMenu and CCMenuItemLabel so try it all the best. Some cc.Node nodes provide extra functionality for them or their children. They can execute actions (runAction, stopAction, etc) They can schedule periodic callback (schedule, unschedule, etc) They can contain other cc.Node nodes (addChild, getChildByTag, removeChild, etc) The most popular cc.Nodes are: cc.Scene, cc.Layer, cc.Sprite, cc.Menu. ![]() Anything thats gets drawn or contains things that get drawn is a cc.Node.
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