Cocos2d x 使用自定义字体创建菜单项
我正在使用下面的代码Cocos2d x 使用自定义字体创建菜单项,cocos2d-x,cocos2d-x-3.0,Cocos2d X,Cocos2d X 3.0,我正在使用下面的代码 MenuItemFont* supportMenuItem = MenuItemFont::create("Contact us for support", CC_CALLBACK_1(TempLogoLayer::supportMenuClicked, this)); supportMenuItem->setPosition(Vec2(100,1
MenuItemFont* supportMenuItem = MenuItemFont::create("Contact us for support",
CC_CALLBACK_1(TempLogoLayer::supportMenuClicked, this));
supportMenuItem->setPosition(Vec2(100,100));
supportMenuItem->setFontName("Arial");
supportMenuItem->setFontSize(16.0);
Menu *buttonsMenu = CCMenu::create(supportMenuItem, NULL);
buttonsMenu->setPosition(Vec2(0.0, 0.0));
this->addChild(buttonsMenu, 1)
但此菜单项不使用字体您可以这样做:
item = MenuItemFont::create("item 1");
item->retain();
auto back = MenuItemFont::create("go back", CC_CALLBACK_1(RemoveMenuItemWhenMove::goBack, this));
这是为cocos2d-x 3.2准备的,你可以查看示例目录MenuTest.cpp,看看它是如何工作的。我意识到这确实很旧,但其他人可能会在某个时候偶然发现这篇文章: 对于Cocos2dx 3.6请尝试:
supportMenuItem->setFontNameObj(“Arial”)代码>
还要确保字体目录中有一个名为“Arial”的字体
这实际上会起作用。OP已关闭。对于arial,您可以使用Label
auto lbRate = Label::createWithSystemFont("4 Rate", "Arial", 35.0);
auto menuRate = MenuItemLabel::create(lbRate, CC_CALLBACK_1(PlayerSkin::onRate, this));
auto menu = Menu::create(menuRate, NULL);
this->addChild(menu, 10);