Yep, I have a sequence in mind, and have a sound ready
so open the cpp for the notification animation and use this?
I think better to do this in another place where you will create second scene.
you can make a scene within a scene?
Sure, this Scene* scene2 = Scene::create();
creates a cocos scene object.
You can attach your sprites, labels ā¦ to it and then show the scene by Director::getInstance()->replaceScene(scene2);
Easy-peasy. Is not it?
I see, so once this is set up, and the sprite is defined in the header(I define it inside the header of the scene I do it in right?), I do curly brackets under the second scene and do all the code for the notification?
its a little bit of work to learn but once you can do one you can do as many as you like
Did not get you, what do you mean by
WHERE do i define the sprite names?
and once the scene code is written, where do i write it? Below the code within curly brackets?
Yes, in header is good option.
What do you mean, please show code
the code you posted
Scene* scene2 = Scene::create();
topmostNode->retain();
topmostNode->removeFromParentAndCleanup(false);
// here attach to scene2 your game node
scene2->addChild(topmostNode);
topmostNode->release();
Director::getInstance()->replaceScene(scene2);
can you represent the sprite declaration with āSSSā
and the location of the sequence with āLLLā
it also says ātopmostNode is undefinedā
topmostNode
use instead node of your notif
topmostNode
use instead node of your notif
I do not understand sorry
I also donāt understand your questions
hmm, would you like to alter my code? I can post the entire header and cpp
and use ā//ā commenting to say sprite names
how many files?
one visual studio solution, we can do emails