Hello, welcome to the third tutorial in the capacity the Flappy Bird c++ tutorial series. And in this part we'll be looking at implementing this class scene which we created in the previous part of the series and will also be carried on from that part. Also, if you haven't done it, there'll be a link in the description to Cisco. So this tutorial will cover implementing this class in it is going to be very simple but what's up is a good foundation if you want to make more complex on iOS If not, you can provide images which by default are set at discussing. We will be providing the images but they will be empty. This is to pass the certification process when you publish an app on Apple AppStore.
We will use a scene that will show a splash image that can also be used to animate this screen or even preload assets for your game. This is clearly show you the moment enmity envy that we talked about either right here You can just easily create them yourselves and just do the regular naming convention and just just do a blank image even in Photoshop or GIMP or even paint or wherever and get the right size. But before we actually do any of this the splash screen that is we are going to create a definition headphone that will allow us to remove magic numbers and use hashtag one which can be easily changed. So what we'll do is go to our classes, so duplicate any of the header files, we don't need our implementation. We're going to rename it definition isn't the mission, the oil mission there.
And now we've just opened this up and the definition for both the targets and then the definition for what we're going to do. It literally means everything in between the preprocessor Cool and just rename this to the mission and as we do this tutorial series in general your understand and your appreciate more the usefulness of a definition file or something similar obviously you may want to use variables you may want to use something else but the nature will still remain the same so in there, so in here what we're going to do, we'll leave this for now and we'll add default or the date and then when we need it then the header file of the last scene, we will declare a go to Main Menu function that will be called after a specified amount of time because last scene is only only remains for a while usually a few seconds.
So don't do private, colon. Void go to main scene Going to parameter float 32 to delta time mapping using Delta time is just so we can schedule the function using cos two dx is built in scheduling feature, then you want to go to the CPP, and in this scene implementation file, we will include the main menu scene header. And the definition said. So up here, I'm going to do hash include many, many seen hash include definitions in Sorry about that. What we're going to do now we're going to schedule go to Main Menu function to run after a set period of time. So what we'll do is go here and this schedule, we only want to schedule it once.
Then in here we'll put schedule on the school select, and in here, we'll specify what we You want to schedule so this last scene, column column go to main, many things won't pass anything in. And in here, we will specify a time. This is great. This is where the definition file comes into some where it's going to display, underscore time underscore splash on. So think this doesn't mean anything at the moment, because we haven't created a definition, but we're going to create it with this name, I know I'm gonna use this name, but you may want to use something else. So we're going to go to a definition forth for to hash define, copy and paste this and then after this, we're going to specify a number one number two.
And we'll do another hash defying transition this time 0.5. And this will be used every time you want to transition from a scene. And the great thing about this is if you just want to maybe change it to 0.25 seconds or maybe four seconds with changing this one place and it propagates throughout the entire code where it has been used. think you might be thinking might see the benefit of definition a little more now. And now what we're going to do is we're going to implement the go to Main Menu function. So right down here, we're going to do void.
Last thing current code on go to go to Main Menu scene, flow dt. And in here we're just going to do auto scene. Nicole's Main Menu, scene, colon, colon, create. Come in, create scene, create. And then we're gonna do director Conan Conan get instance. We'll do the place scene.
For here. We're also going to your transition. Fade con con, create an E Here was specify the transition time. So this should underscore time. And I will specify the thing, which is thing. And we don't want this color value.
This is a different transition function which allows you to specify that when you actually form the transition. So it's an extra comma there. And now the last step is to actually create the background sprite itself. So in here, we're going to auto, right. Now we're going to need to go around, write, SQL just write colon, colon on create. And in here, we're going to specify this last minute pindy so blush Then we're going to do background Sprite.
Check position. Size dot width divided by two. That's our agenda x. for y, when do with visible size dot height, by by origin, why? Finally weakness, add backgrounds bright as a child to the layer the backgrounds bright. And now if we just run this it should hopefully successfully build shelf a splash screen with our splash screen image and then fade away after a couple of seconds. And the transition time should be half a second.
There you go. We have implemented a specimen Got them a million things and nothing there at the moment because in the next part of this series, we're going to be implementing the main menu scene. You can feel free to message us at support at sonar systems Dakota, UK the email will be in the description. You can comment on this video or just directly messages via YouTube, or the requirement for source code will also be in the description. As usual. Thanks for watching, and I hope you have a great day.