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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Creating TrueType font labels


Adding text by using the TrueType font is really straightforward. Open the PauseScene.cpp implementation file that we have created in Chapter 2, Graphics. In the init method, you will see that we have created an instance of the Label class by calling the static method, createWithTTF. This method receives three parameters, the first one is the string that we want to draw, the second one is another string representing the font file that you want to use, including the path within the Resources folder where it is located, and the third one represents the font size.

Note

The Label class was introduced in the Cocos2d-x Version 3.x. It combines the TrueType font and the bitmap font handling in a single class. However, although deprecated, the former label handling classes are still available in API for compatibility reasons.

Now, let us change the third parameter value from 24 to 96 in the createWithTTF method to make the font bigger:

auto label = Label::createWithTTF...
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