Game Development Reference
In-Depth Information
As it has so many times before, a grouping node will come in handy for both positioning
and animation. Add a regular Node from the Node Library View onto the stage. Change
the node's position types to % and its values to 50 . Give the node a nice name, let's say lo-
goAndButtons . I bet you can do these steps in your sleep after just a few days of working
with SpriteBuilder.
From the Tileless Editor View, you can now drag and drop the play , settings , and title im-
ages onto the logoAndButtons node. The actual position for these sprites are not really im-
portant, but I'll give you the values I used.
The title sprite should be slightly above center, so change its position to 0, 50 . The play
sprite's position should be at -50, -60 , and the settings sprite's position at 50, -60 . Negat-
ive positions are absolutely okay since the position of a node is always relative to the par-
ent nodeā€”in this case, logoAndButtons . The three sprites should now have some space
between them, as you can see in Figure 7-5 .
Figure 7-5 . The MainMenuButtons.ccb contents
Tip If you need to see the background to properly align buttons and logos, you
can always drag and drop MainMenuBackground.ccb onto the stage and move
it to the top of the Timeline so that it is drawn in the background. However, you
should not forget to remove that background layer or at least uncheck its Visible
property. Merely unchecking the eye symbol will only hide it from SpriteBuild-
er, but it will still render two instances of MainMenuBackground.ccb . That
would be a major drag on performance.
Search WWH ::




Custom Search