![]() For example, you can choose from categories such as Summer, Art. Situation: I'm using (CCMenu)myMenu alignItemsVerticallyWithPadding:4.0f to layout several buttons (CCMenuItemSprite) vertically. Sprite.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition(). On some effects, you can add as many as four pictures, and there are some even animated. These are the top rated real world C++ (Cpp) examples of CCMenu::alignItemsInColumns extracted. if(!isGamePaused)įor(b2Body *b = _world->GetBodyList() b b=b->GetNext())ĬCSprite *sprite = (CCSprite *)b->GetUserData() C++ (Cpp) CCMenu::alignItemsInColumns - 7 examples found. /rebates/&252fccmenu-ignoring-alignitemsverticallywithpadding. If you need to pause a physics simulation like Box2D, this works for that as well. In the code above, isGamePaused is a bool variable available class wide. You make this flag available to anything that needs it and check for the pause flag. ![]() You will then need to have a flag that your game can check to decide if it should do any actions or not.įor example if you had your AI doing something in a method update:(ccTime)dt then you would do this: // Check to see if game actions should be running or not Menu.position = ccp(winSize.width/2, winSize.height*0.15) To get a menu where you can still see the game underneath you will want to do something like this. reset/resumed inside of onEnter or onEnterTransitionDidFinish Any custom timers will likely need to be This will remove your menu layer and display your CCMenu inherits from CCLayer and can only be added as subnodes. You can rate examples to help us improve the quality of examples. These are the top rated real world C (CSharp) examples of CCMenu.AlignItemsInColumns extracted from open source projects. We can use CCMenu and CCMenuItem to implement the preceding menu functions. C (CSharp) CCMenu.AlignItemsInColumns - 1 examples found. This will pause your game and hold it's state in memory. For example, the menu items marked with red wireframes in the following two figures. Set it up how you like it and then use: // Push the PauseLayer screen (or whatever you have called your menu What I am not clear on is if you want a menu that takes over the screen, or if you want a menu on top of the game but you can still see the game.Ĭreate a new CCLayer subclass and name it whatever you want. If you override onEnter, you must call its parent's onEnter function with this.super(). During onEnter you can't access a 'sister/brother' node. ![]() If the CCMenu enters the 'stage' with a transition, this event is called when the transition starts. It pauses all of Cocos2D and that isn't what you want here. Event callback that is invoked every time when CCMenu enters the 'stage'. These are the top rated real world C (CSharp) examples of Cocos2D.CCMenu. StartX = (screenSize.width - (colsNow * w + padding.Well. C (CSharp) Cocos2D CCMenu.AlignItemsVerticallyWithPadding - 4 examples found. Then: -(void)layoutMenu:(CCMenu *)menu rowInfo:(RowInfo)inf rows:(int)rows padding:(CGPoint)paddingĬCMenuItem *dummy = (CCMenuItem *) ĬGSize screenSize = winSize] start a new line as we have reached the end of the previous oneĬurrentDrawPoint.y = currentDrawPoint.y - spacing įirst define this struct somewhere: typedef struct alignItemsHorizontally, alignItemsVerticallyWithPadding. ////// Put images (or whatever) for all levels in an array ///////// Here are some examples of these styles and an explana on of their. Anyone else can feel free to use this code if they too find it useful. Ok, while not as flexible as I would like, I've got a decent enough solution for my purposes.
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