Game Development Reference
In-Depth Information
The buttons could use some text on them because the images alone do not really convey
meaning. From the Node Library View, drag one
Label TTF
node onto the play sprite, and
then drag another
Label TTF
onto the settings sprite. The labels should be child nodes of
the play and sprite nodes, respectively.
For both labels, you first select the label and then change its position type to
%
and value
to
50
. This centers the label on the respective sprite. Then enter appropriate
Label
text
—for example,
PLAY
(all caps) for the play label and
Settings
for the settings label.
The play label could use a
Font size
of 20, while the settings label allows for no more than
Font size
16 if the text is not supposed to draw beyond the gear image. The result should
look similar to
Figure 7-5
.
Animating Logo and Buttons
Animating will be a tad more interesting this time. You'll create an intro Timeline that
moves the logo and buttons in place, before they start rotating.
Left-click the
Timeline List
(as shown in
Figure 5-1
in
Chapter 5
)
, and select
Edit
Timelines
to bring up the dialog shown in
Figure 5-9
. Click the
+
button to create a
second Timeline and name it
loop
. Double-click
Default Timeline
in the list to change its
name to
entry
. Leave the Autoplay check box as is. Then click
Done
.
The goal is to have the entry animation play automatically. The entry animation is then
chained to run the loop animation, while the loop animation is chained to itself to loop
forever. Overall, this is a very convenient way to create a looping animation with a one-
time entry animation. Let's set this up first.
The
Timeline List
should read
entry
, showing that the entry Timeline is selected. If it's
not, left-click the
Timelines List
and select the
entry
Timeline.
At the bottom of the Timeline, left-click
No chained timeline
and set it to
loop
. Left-click
on the
Timeline List
again and, from the
Timelines
submenu, choose the
loop
animation.
Again, at the bottom where it says
No chained timeline
, perform a left-click and select
loop
. This will properly chain the
entry
Timeline to
loop
, and
loop
on itself to repeat
forever.
Note
SpriteBuilder will not play back chained Timelines in sequence.
SpriteBuilder will play only the currently selected Timeline, and optionally loop
it. To test chained Timelines, you'll have to actually run the app.
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