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  • Book Overview & Buying Cocos2d-x cookbook
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Cocos2d-x cookbook

Cocos2d-x cookbook

By : Akihiro Matsuura
4.6 (5)
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Cocos2d-x cookbook

Cocos2d-x cookbook

4.6 (5)
By: Akihiro Matsuura

Overview of this book

Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed.
Table of Contents (13 chapters)
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12
Index

Creating loading bars


When you are consuming a process or downloading something, you can indicate that it is not frozen by showing its progress to the user. To show such progresses, Cocos2d-x has a LoadingBar class. In this recipe, you will learn how to create and show the loading bars.

Getting ready

Firstly, we have to prepare an image for the progress bar. This image is called loadingbar.png. You will add this image in the Resouces/res folder.

How to do it...

It generates an instance of the loading bar by specifying the image of the loading bar. Further, it is set to 0% by using the setPercent method. Finally, in order to advance the bar from 0% to 100% by 1% at 0.1 s, we will use the schedule method as follows:

auto loadingbar = ui::LoadingBar::create("res/loadingbar.png");
loadingbar->setPosition(size/2);
loadingbar->setPercent(0);
this->addChild(loadingbar);
this->schedule([=](float delta){
    float percent = loadingbar->getPercent();
    percent++;
    loadingbar->setPercent...
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