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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

Adding a mute button to our game


Before ending this chapter, we are going to add a mute button to our game so that we can simply set our sound effects and our background music volume to zero in a single touch.

In order to achieve this, we are going to add two methods to the HelloWorld class; one for initializing the buttons and the other for actually muting all the sounds.

In order to achieve this, we are going to add the following lines to our HelloWorldScene.h header file under the private section:

int _musicId;
cocos2d::MenuItemImage* _muteItem;
cocos2d::MenuItemImage* _unmuteItem;
void initMuteButton();
void muteCallback(cocos2d::Ref* pSender);

Now, we are going to add the initMuteButton implementation code to the HelloWorldScene.cpp file as follows:

void HelloWorld::initMuteButton()
{
   _muteItem = MenuItemImage::create("mute.png", "mute.png", CC_CALLBACK_1(HelloWorld::muteCallback, this));    
   
   _muteItem->setPosition(Vec2(_visibleSize.width - _muteItem-  >getContentSize().width...
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