Created by Marcio Valenzuela on 8/26/11. ( void) applicationDidFinishLaunching :(UIApplication*) application # if GAME_AUTOROTATION = kGameAutorotationUIViewController Uncomment the following code if you Application only supports landscape mode You can rate examples to help us improve the quality of examples. # import "MZIAPHelper.h mainScene = gameOverScene = newLevelScene = levels = curLevelIndex = _curLevelIndex C (CSharp) CCMenu.SetPosition - 1 examples found.These are the top rated real world C (CSharp) examples of CCMenu.SetPosition extracted from open source projects. Situation: I'm using (CCMenu)myMenu alignItemsVerticallyWithPadding:4.0f to layout several buttons (CCMenuItemSprite) vertically. These methods then use the two mutable dictionaries to retrieve the needed menuItem and action (when needed) and then apply the desired effect.// Created by Marcio Valenzuela on 7/8/11. For example, you can choose from categories such as Summer, Art. Methods are then created for general things like buttonNamed:runActionNamed: and buttonNamed:setPosition. 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 (CSharp) examples of extracted from open source projects. Then I use helper functions to create the menuItems and actions and store them in the mutable dictionaries. C (CSharp) Cocos2D CCMenu.AlignItemsVertically - 10 examples found. I prefer instead to create two NSMutableDictionary's as instance variables, one called menuButtons and one called menuButtonActions. Then when each menu item is needed I animate it by moving or fading it into place.Ģ) I avoid using tags. You can also use any other actions like CCFadeIn, CCSkewTo, CCScaleBy, etc to do cool effects on the individual menu items.ġ) I create all of the menu items when the node that owns the menuItems is created. I have checked the anchors and content sizes of the menus and they are all being set correctly, but for some reason, when it comes to the actual. The downside of this approach is that you lose the ability to automatically align the menu items and they act as separate menus, but that is a small cost to the upside of being able to move the menu items around in any way to create interesting effects. CCMenuPassive is almost identical to CCMenu, but it’s necessary to set the content size of the menu itself to the correct size (instead of defaulting to the screen size, as is done in CCMenu). This of course will work with any of the CCMenuItem subclasses, such as the CCMenuItemFont that you are using. Then I manually position the CCMenuItemSprite/CCMenuItemFont menu items (not the CCMenu) using their position property at their start location and then use CCMoveTo action to move the menu items around when needed. The way that I move menus in my games is to create each menu item in it's own separate CCMenu and set each CCMenu at position 0,0. These are the top rated real world C++ (Cpp) examples of CostomeKeyPadDelegae extracted from open source projects. Think of the menuItems as just characters in your game. C++ (Cpp) CostomeKeyPadDelegae - 2 examples found. (id) initĬCLayerColor *bg = ĬCMenuItemFont *menu1 = ĬCMenuItemFont *menu2 = ĬCMenu *menu = How do I do that? In my code menu just overwrites itself so I have those items on top of each other. When you click new game I want credits to shift down and open two new menu items, like that: New Game They are aligned vertically, like this: New Game I have a menu of two items - New game and Credits.
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