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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 text fields


You may want to set a nickname in your game. To set nicknames or to get the player's input text, you can use the TextField class. In this recipe, we will learn about a simple TextField sample and how to add a textfield in a game.

How to do it...

You will create a text field by specifying the placeholder text, font name, and font size. Then, you set a callback function by using addEventListener. In the callback function, you can get the text that the player input in the textField. Create the textField by using the following code:

auto textField = ui::TextField::create("Enter your name", "Arial", 30);
textField->setPosition(Vec2(size.width/2, size.height*0.75f));
this->addChild(textField);
textField->addEventListener([](Ref* sender,
ui::TextField::EventType type){
    auto textField = dynamic_cast<ui::TextField*>(sender);
    switch (type) {
        case ui::TextField::EventType::ATTACH_WITH_IME:
                CCLOG("displayed keyboard");
               ...
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