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To finish if you want to create custom components, the library provides you a lot of examples and classes that will help you for this task. Why use this library? It defines an interface with properties and methods for preparing and dispatching action messages to define targets when certain events occurs.

To make it more clear, here a little description of each components: Indeed the main one and the only one is named CCMenu which lets you to add menus with items to your application and to listen to the click events to perform your custom action.

This needs to be easy to achieve.

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A button intercepts touch events and sends an action message to a target object when tapped. Methods for setting the target and action are inherited from CCControl.

As you can see, all controls inherit from the CCControl class. There can be multiple winning lines. Because the controls are made with Cocos2D you can simply work with them as any other Cocos2D components sprites, nodes, layers, etc.

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Based on that, create N reels in a delimited space in the viewport, with X symbols visible for example, 5 reels 3 symbols each. But, first of all let me explain what is this library.

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Based on this observation, I decided to write my own library based on Cocos2D designed to provide user controls of everyday already made, as well as an API to facilitate the development of future controls.

All these components are built on top of a class which allows developers to create custom controls more easily named CCControl.

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In the meantime, if you have any questions or comments, please let a message! I started to look at the HttpClient class so retrieving data from the server at start time, and every time the user presses play, and keep a global state object in a top level script are things that I know godot can handle. After this brief overview, you should have a good grasp on the most important concepts behind this extension and you should be comfortable to work this.

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Here are the key things my game needs to be able to do: So if anyone has any opinion about how hard all these would be to achieve with godot, I'm all ears! I found out that all these points are more or less difficult given the engine you use.

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Before going deeper down the rabbit hole, I wanted to ask the difficulty level for the different bits and pieces to construct my game. This is generally achieved by "cheating", i. CCControlExtension is a library open-source MIT which provides a lot of user controls like buttons, sliders, switches, pickers and many more for Cocos2D v1.

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Each bonus can be more or less complicated mini-game, just an animation, some sprites appearing and the user is asked to pick a winning symbol, etc. However it suffers from a lack of user controls.

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The CCControlStepper class provides a user interface for incrementing or decrementing a value.