Now that we have the basics of the app down, it's time to polish the UI to make it friendly and fun to use.

But first, let's add some more functionality.

Clear and Back Buttons

We're going to add a button to DrawingCanvas that will clear the canvas of any drawings, and another that will take the user back to the lobby.

First declare a new protected method called void setupMenus().

In the implementation of setupMenus(), get the visible size of the screen and store it in a variable called visibleSize. Look at your implementation of onEnter() if you forget how to do that.

Next, create and add two new instances of ui::Button* with these properties:

Button Name Position Texture Pressed Texture Callback Method Name
clearButton top right corner clearButton.png clearButtonPressed.png clearPressed
backButton top left corner backButton.png backButtonPressed.png backPressed

Don't forget to also code the callback methods! For those, we only want to register the touch if it is TouchEventType::ENDED. Also don't forget to #include "CocosGUI.h in DrawingCanvas.h. You should have learned everything you need to do this yourself, so try not to look at the solution.

The code in setupMenus():

ui::Button* clearButton = ui::Button::create();
clearButton->setAnchorPoint(Vec2(1.0f, 1.0f));
clearButton->setPosition(Vec2(visibleSize.width, visibleSize.height));
clearButton->loadTextures("clearButton.png", "clearButtonPressed.png");
clearButton->addTouchEventListener(CC_CALLBACK_2(DrawingCanvas::clearPressed, this));

ui::Button* backButton = ui::Button::create();
backButton->setAnchorPoint(Vec2(0.0f, 1.0f));
backButton->setPosition(Vec2(0.0f, visibleSize.height));
backButton->loadTextures("backButton.png", "backButtonPressed.png");
backButton->addTouchEventListener(CC_CALLBACK_2(DrawingCanvas::backPressed, this));

The callback methods:

void DrawingCanvas::clearPressed(Ref* pSender, ui::Widget::TouchEventType eEventType)
    if (eEventType == ui::Widget::TouchEventType::ENDED)


void DrawingCanvas::backPressed(cocos2d::Ref *pSender, cocos2d::ui::Widget::TouchEventType eEventType)
    if (eEventType == ui::Widget::TouchEventType::ENDED)


Add a call to setupMenus() in onEnter() so that our buttons are created.

Your canvas should now look like this:

Two buttons in simulator

Implement the Buttons

Making the buttons work is really simple. DrawNode already has a method to clear the canvas. So in clearPressed(), after checking that the touch type is ENDED, clear the drawNode:


The back button implementation is also one line - we'll actually change it later, but for now, add this in backPressed():


Test it out! It should work well.

Create Constants.h

Doodler will have fixed color palette: 5 colors and white. The user will be able to choose from the 5 colors to draw with, and the background color will be white.

We're going to define those colors in a new header file.

Create a new Header File (File > New > File) and name it Constants.h.. Make sure you check Doodler iOS and Doodler Mac as targets.

It's very common to declare new types and constant values that will are used by multiple classes in a single header file called Constants (or sometimes Globals). That way, multiple classes can use the same types without having to #include each other. This helps to maintain separation of concerns.

In this case, the colors are only used by by DrawingCanvas. But it's still useful to declare them in a separate file, because then we can change them easily. Whenever you find yourself using a magic number, consider if it would make more sense for that number to live in a more accessible Constants file. Magic numbers are also called unnamed numerical constants. It means a number that appears in the source code, without any indiciation of what it represents.

Inside the header guards of Constants.h, add the following variable definitions:

#include "cocos2d.h"

static const float INITIAL_RADIUS = 4.0f;

static const cocos2d::Color4F COLOR_PURPLE =  cocos2d::Color4F(134/255.0f, 103/255.0f, 172/255.0f, 1.0f);
static const cocos2d::Color4F COLOR_BLUE   =  cocos2d::Color4F(101/255.0f, 174/255.0f, 195/255.0f, 1.0f);
static const cocos2d::Color4F COLOR_GREEN  =  cocos2d::Color4F(115/255.0f, 200/255.0f, 175/255.0f, 1.0f);
static const cocos2d::Color4F COLOR_YELLOW =  cocos2d::Color4F(240/255.0f, 185/255.0f, 72/255.0f, 1.0f);
static const cocos2d::Color4F COLOR_RED    =  cocos2d::Color4F(242/255.0f, 108/255.0f, 76/255.0f, 1.0f);
static const cocos2d::Color4F COLOR_WHITE  =  cocos2d::Color4F(245/255.0f, 244/255.0f, 240/255.0f, 1.0f);

Next go to DrawingCanvas.cpp and #include "Constants.h" at the top. Change the magic number 4.0 in drawNode->drawSegment() to instead be INITIAL_RADIUS. Next, in the init() method, where we create the background color, change this:

background = LayerColor::create(Color4B(255, 255, 255, 255));

to this:

background = LayerColor::create(Color4B(COLOR_WHITE));

You may notice that COLOR_WHITE isn't pure white, it's actually slightly off-white. (RGB is 245, 244, 240 instead of 255, 255, 255). That's because we would like to create the look and feel of drawing on paper, and there's no real paper that is truly pure white.

Now do the same for Lobby - make sure the background uses COLOR_WHITE instead of pure white.

It's important in game design to be careful about the colors and art we use - we want to present a consistent look and feel to the user.

Try running it! Can you see the difference?

The difference between the off-white and pure white might not be immediately obvious. But when compared side-to-side, it should be:

Pure white


Now can you see the difference?

Add the Color Pickers

We're going to let the user pick between 5 different colors to draw to the canvas with. They are red, yellow, green, blue and purple. So let's create the interface that will allow the user to pick. We're going to display 5 round color picker buttons, each with a different color. When the user picks one, we'll display a white checkmark on top of the color button.

It will look like this:

5 color swatches

First, we'll create an instance variable for the checkmark sprite because we will want to be able to access it from different methods in DrawingCanvas.cpp.

Add the protected instance variable to DrawingCanvas.h:

cocos2d::Sprite* check;

While you're at it, add the instance variable that we will use to store the user's currently selected color:

cocos2d::Color4F selectedColor;

Also, let's add the callback method for when the user presses a color button:

void colorChangePressed(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType eEventType);

Now flip over to DrawingCanvas.cpp.

Add an empty implementation of colorChangePressed.

In setupMenus(), create the check sprite using the "checkMark.png" image. Set the anchor point to (0.5, 0.5) and the normalized position to (0.5, 0.5).

It's very convenient to be able to set the normalized position - instead of specifying the position in pixels, we get to specify the position in a percentage of the parent's size, where 0 is 0% and 1.0f is 100%. So for example, by setting the normalized position to (0.5, 0.5), we tell the check Sprite to appear right in the middle of its parent.

check = Sprite::create("checkMark.png");
check->setAnchorPoint(Vec2(0.5f, 0.5f));
check->setNormalizedPosition(Vec2(0.5f, 0.5f));

Next, we'll create a Node called colorButtonLayout that will hold the 5 color buttons. That way, if we ever choose move the color watches, we can just reposition the colorButtonLayout instead of having to move each button individually. In general, it's a good idea to organize your menus into different nodes to make positioning and resizing easier.

Create a new Node called colorButtonLayout. Make it have a width that is same as the visibleSize width, and a height that is 20% of the visibleSize height. Set the anchor point to be (0.5, 0.0). Set the position so that it is in the middle-bottom of the screen. Then add it as a child to the scene.

Node* colorButtonLayout = Node::create();
colorButtonLayout->setContentSize(Size(visibleSize.width, visibleSize.height * 0.2f));
colorButtonLayout->setAnchorPoint(Vec2(0.5f, 0.0f));
colorButtonLayout->setPosition(Vec2(visibleSize.width / 2.0f, 0.0f));

Now we will create and add all 5 color buttons, using a for loop.

We will start and index i = 1, which will make positioning the buttons easier. Add this loop to setupMenus().

for (int i = 1; i <= 5; ++i)


Inside the loop, create a new ui::Button* called colorButton. Set the following properties:

  • anchor point - (0.5f, 0.0f)
  • textures - `"colorSwatch.png" for both normal and pressed states
  • touch event listener - DrawingCanvas::colorChangePressed

For now, let's set all the button colors to blue:


Then add the button to the colorButtonLayout:


Now set the positions of the buttons so that it looks like this. You can use the i index in the for loop to help. Keep in mind that it should reposition naturally for various device resolutions.

Blue button positions

When you're done, it should look something like this:

for (int i = 1; i <= 5; ++i)
   ui::Button* colorButton = ui::Button::create();
   colorButton->setAnchorPoint(Vec2(0.5f, 0.0f));
   colorButton->setPosition(Vec2(visibleSize.width * i * (1.0f/6.0f), 0.0f));
   colorButton->loadTextures("colorSwatch.png", "colorSwatch.png");
   colorButton->addTouchEventListener(CC_CALLBACK_2(DrawingCanvas::colorChangePressed, this));


Now lets assign the colors to the buttons. Assign the colors in this order: RED, YELLOW, GREEN, BLUE, PURPLE.

Finally, we're going to have the default color be GREEN. So on the green button, add the check as a child like this:


So now it should look like this:

Simulator with 5 color buttons

Implement Color Picking

So now that we have the buttons, lets make them work!

First we'll initialize the value of selectedColor. In DrawingCanvas::init():

selectedColor = COLOR_GREEN;

The check mark defaults to being on the green button, so that works nicely.

Next, modify the drawSegment method call to draw with selectedColor instead of the black that we had there previously.

Now let's work on colorChangePressed. Here's a problem - how are we going to know which button was pressed? They are all triggering the same callback method.

Luckily, this was considered. The button that was pressed is passed in as the pSender parameter.

First, cast pSender into a ui::Button so that we can call its Button methods:

ui::Button* pressedButton = static_cast<ui::Button*>(pSender);

Next, implement color changing by getting the color of the button, and setting selectedColor to that. You may have to transform from one kind of color format to another. We only want to change the color if TouchEventType is TouchEventType::ENDED.

Once you've done that, try running it!

It's nice, but there's a problem. The check mark doesn't move to the selected color.

You can fix that by using the removeFromParent() method on check, then adding it as a child to the button that was pressed.

There is one problem with doing that, however. When you call removeFromParent() on check, check is no longer under the control of its parent, and release() is called on check. Once released, check's reference count drops to 0, and check is deallocated.

So before calling removeFromParent() on check, you must first retain() it so it isn't deallocated. Then, once it's added to another button, you can call release(), as we no longer want to retain check.

It works! Great.

One more thing with the color picker buttons: let's make it more responsive to the user. Make it so that when the touch begins, the touched button scales to 85% of it's original size. You can use the setScale() method. Once the touch has ended, or is cancelled, return the scale to 100% of the original size. That way it will feel more like a real button being pressed.

Change Stroke Width

Now it's beginning to look good! But let's make it even better. Let's change the radius of the stroke depending on the speed of the user's touch movement. if they move quickly, the stroke will become thicker.

We will be able to accomplish this entirely with the setupTouchHandling() method.

We can use the existing lastTouchPos to compare with the current touch position to figure out how much distance the user's touch has traveled.

In the onTouchMoved lamda expression, before drawSegment, compute the distance traveled with the Vec2 distance function:

float distance = lastTouchPos.distance(touchPos); 

We will use this this distance as the radius for our line. We will change how radius is computed in the next step, but for now, let's assign radius = distance.

float radius = distance;

Then use radius to draw the segment.

It should look something like this:

Ugly lines drawn

Unfortunately, because of the ubrupt changes in the user's drawing speed, the lines are awkward looking.

We can smooth out the line radius transitions by using a lowpass filter. Lowpass filters allow low frequencies (slow changes) through to the output value, but high frequencies (rapid changes) are attenuated.

In this case, we are going to use a simple infinite impulse response filter, which is a kind of discrete lowpass filter.

If you want a challenge, try to implement the simple infinite impulse response filter yourself. You will have to create the variable lastRadius and store the last radius, the same way we do with lastTouchPos. Don't forget to initialize lastRadius to INITIAL_RADIUS in onTouchBegan. You can use a value of 1.0f for RC, and you can assume a value of 1.0f / 60.0f for dt.

Did you figure it out? If not, that's okay, this was a bit more challenging. Your setupTouchHanding() method should look like this after all these steps:

void DrawingCanvas::setupTouchHandling()
    static Vec2 lastTouchPos;
    static float lastRadius = INITIAL_RADIUS;
    auto touchListener = EventListenerTouchOneByOne::create();

    touchListener->onTouchBegan = [&](Touch* touch, Event* event)
       lastTouchPos = drawNode->convertTouchToNodeSpace(touch);
       lastRadius = INITIAL_RADIUS;
       return true;

    touchListener->onTouchMoved = [&](Touch* touch, Event* event)
       Vec2 touchPos = drawNode->convertTouchToNodeSpace(touch);

       float distance = lastTouchPos.distance(touchPos);

       float dt = 1.0f / 60.0f;
       float rc = 1.0f;
       float alpha = dt / (rc + dt);
       float radius = (alpha * distance) + (1.0f - alpha) * lastRadius;

       drawNode->drawSegment(lastTouchPos, touchPos, radius, selectedColor);

       lastRadius = radius;
       lastTouchPos = touchPos;

    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touchListener, this);

Now you should have much smoother lines!

Smoother lines

Turn Off Debug Stats

The debug stats in the lower-left hand corner can be very helpful. But they can also sometimes be distracting. You can turn them off by going to AppDelegate.cpp and finding the line:


Set that to false to disable debug stats.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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