Example #1
0
        //---------------------------------------------------------------------------------------------------------
        // FreePlay
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the Free Play layer
        //---------------------------------------------------------------------------------------------------------
        void FreePlay(object stuff = null)
        {
            var layer             = FreePlayLayer.CreateScene(Window, currentPlayer);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #2
0
        //---------------------------------------------------------------------------------------------------------
        // BackToMain
        //---------------------------------------------------------------------------------------------------------
        // Returns to Main Menu
        //---------------------------------------------------------------------------------------------------------
        void BackToMain(object stuff = null)
        {
            var layer             = MenuLayer.CreateScene(Window);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #3
0
        //---------------------------------------------------------------------------------------------------------
        // GoToShop
        //---------------------------------------------------------------------------------------------------------
        // Let the player go to the shop to spend their hard earned coins
        //---------------------------------------------------------------------------------------------------------
        void GoToShop(object stuff = null)
        {
            var layer            = ShopLayer.CreateScene(Window, activePlayer);
            var transitionToGame = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToGame);
        }
Example #4
0
        //---------------------------------------------------------------------------------------------------------
        // Challenges
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the Select Challenge layer
        //---------------------------------------------------------------------------------------------------------
        void Challenges(object stuff = null)
        {
            var layer             = SelectChallengeLayer.CreateScene(Window, currentPlayer);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #5
0
        //---------------------------------------------------------------------------------------------------------
        // Start - Used in menu selection
        //---------------------------------------------------------------------------------------------------------
        // Transitions to Start Menu layer
        //---------------------------------------------------------------------------------------------------------
        void Start(object stuff = null)
        {
            var layer             = StartLayer.CreateScene(Window);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #6
0
        //---------------------------------------------------------------------------------------------------------
        // RetryLevel
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the same level the player just completed so they can try again
        //---------------------------------------------------------------------------------------------------------
        void RetryLevel(object stuff = null)
        {
            var layer             = TutorialLayer.CreateScene(Window, activeLevel, activePlayer);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #7
0
        //---------------------------------------------------------------------------------------------------------
        // Tutorial
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the Tutorial
        //---------------------------------------------------------------------------------------------------------
        void Tutorial(object stuff = null)
        {
            currentPlayer.BranchProgression [0].BranchState = CompletionState.started;
            currentPlayer.WriteData(currentPlayer);
            var nextTutorialLevel = GetNextTutorialLevelToPlay();
            var layer             = TutorialLayer.CreateScene(Window, nextTutorialLevel, currentPlayer);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #8
0
        //---------------------------------------------------------------------------------------------------------
        // NextLevel
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the next level for play.  If the next level is not in the Tutorial branch, then
        // transition to the SelectChallengeLayer
        //---------------------------------------------------------------------------------------------------------
        void NextLevel(object stuff = null)
        {
            var nextTutorialLevel = GetNextTutorialLevelToPlay();

            if (nextTutorialLevel.BranchNum < 1)
            {
                var layer             = TutorialLayer.CreateScene(Window, nextTutorialLevel, activePlayer);
                var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);
                Director.ReplaceScene(transitionToLayer);
            }
            else
            {
                activePlayer.BranchProgression [1].IsLocked    = false;
                activePlayer.BranchProgression [0].BranchState = CompletionState.completed;
                activePlayer.ConsumableAdd = activePlayer.ConsumableCheckPoint = activePlayer.ConsumableNextSeq = activePlayer.ConsumableSubtract = 0;
                activePlayer.WriteData(activePlayer);
                var layer             = SelectChallengeLayer.CreateScene(Window, activePlayer);
                var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);
                Director.ReplaceScene(transitionToLayer);
            }
        }
Example #9
0
        //---------------------------------------------------------------------------------------------------------
        // PlayerSelect
        //---------------------------------------------------------------------------------------------------------
        // Selects a player and transitions to the GameSelect layer
        //---------------------------------------------------------------------------------------------------------
        void PlayerSelect(object stuff)
        {
            var layer            = new CCScene(Window);
            var sentMenuItem     = (CCMenuItemImage)stuff;
            var playerSlotString = sentMenuItem.UserData.ToString();

            if (playerSlotString == "Slot1")
            {
                if (!player1.HasStarted)
                {
                    player1.HasStarted = true;
                }
                player1.WriteData(player1);
                layer = GameSelectLayer.CreateScene(Window, player1);
            }

            if (playerSlotString == "Slot2")
            {
                if (!player2.HasStarted)
                {
                    player2.HasStarted = true;
                }
                player2.WriteData(player2);
                layer = GameSelectLayer.CreateScene(Window, player2);
            }

            if (playerSlotString == "Slot3")
            {
                if (!player3.HasStarted)
                {
                    player3.HasStarted = true;
                }
                player3.WriteData(player3);
                layer = GameSelectLayer.CreateScene(Window, player3);
            }

            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Example #10
0
        public static CCTransitionScene createTransition(int nIndex, float t, CCScene s)
        {
            // fix bug #486, without setDepthTest(false), FlipX,Y will flickers
            CCDirector.sharedDirector().setDepthTest(false);

            switch (nIndex)
            {
            case 0: return(CCTransitionJumpZoom.transitionWithDuration(t, s));

            case 1: return(CCTransitionFade.transitionWithDuration(t, s));

            case 2: return(FadeWhiteTransition.transitionWithDuration(t, s));

            case 3: return(FlipXLeftOver.transitionWithDuration(t, s));

            case 4: return(FlipXRightOver.transitionWithDuration(t, s));

            case 5: return(FlipYUpOver.transitionWithDuration(t, s));

            case 6: return(FlipYDownOver.transitionWithDuration(t, s));

            case 7: return(FlipAngularLeftOver.transitionWithDuration(t, s));

            case 8: return(FlipAngularRightOver.transitionWithDuration(t, s));

            case 9: return(ZoomFlipXLeftOver.transitionWithDuration(t, s));

            case 10: return(ZoomFlipXRightOver.transitionWithDuration(t, s));

            case 11: return(ZoomFlipYUpOver.transitionWithDuration(t, s));

            case 12: return(ZoomFlipYDownOver.transitionWithDuration(t, s));

            case 13: return(ZoomFlipAngularLeftOver.transitionWithDuration(t, s));

            case 14: return(ZoomFlipAngularRightOver.transitionWithDuration(t, s));

            case 15: return(CCTransitionShrinkGrow.transitionWithDuration(t, s));

            case 16: return(CCTransitionRotoZoom.transitionWithDuration(t, s));

            //case 17: return CCTransitionMoveInL.transitionWithDuration(t, s);
            //case 18: return CCTransitionMoveInR.transitionWithDuration(t, s);
            //case 19: return CCTransitionMoveInT.transitionWithDuration(t, s);
            //case 20: return CCTransitionMoveInB.transitionWithDuration(t, s);
            case 17: return(CCTransitionSlideInL.transitionWithDuration(t, s));

            case 18: return(CCTransitionSlideInR.transitionWithDuration(t, s));

            case 19: return(CCTransitionSlideInT.transitionWithDuration(t, s));

            case 20: return(CCTransitionSlideInB.transitionWithDuration(t, s));

            case 21:
            {
                if (CCConfiguration.sharedConfiguration().getGlesVersion() <= CCGlesVersion.GLES_VER_1_0)
                {
                    //CCMessageBox("The Opengl ES version is lower than 1.1, and TransitionCrossFade may not run correctly, it is ignored.", "Cocos2d-x Hint");
                    return(null);
                }
                else
                {
                    return(CCTransitionCrossFade.transitionWithDuration(t, s));
                }
            }

            case 22:
            {
                if (CCConfiguration.sharedConfiguration().getGlesVersion() <= CCGlesVersion.GLES_VER_1_0)
                {
                    //CCMessageBox("The Opengl ES version is lower than 1.1, and TransitionRadialCCW may not run correctly, it is ignored.", "Cocos2d-x Hint");
                    return(null);
                }
                else
                {
                    return(CCTransitionRadialCCW.transitionWithDuration(t, s));
                }
            }

            case 23:
            {
                if (CCConfiguration.sharedConfiguration().getGlesVersion() <= CCGlesVersion.GLES_VER_1_0)
                {
                    //CCMessageBox("The Opengl ES version is lower than 1.1, and TransitionRadialCW may not run correctly, it is ignored.", "Cocos2d-x Hint");
                    return(null);
                }
                else
                {
                    return(CCTransitionRadialCW.transitionWithDuration(t, s));
                }
            }

            case 24: return(PageTransitionForward.transitionWithDuration(t, s));

            // case 25: return PageTransitionBackward.transitionWithDuration(t, s);
            case 26: return(CCTransitionFadeTR.transitionWithDuration(t, s));

            case 27: return(CCTransitionFadeBL.transitionWithDuration(t, s));

            case 28: return(CCTransitionFadeUp.transitionWithDuration(t, s));

            case 29: return(CCTransitionFadeDown.transitionWithDuration(t, s));

            case 30: return(CCTransitionTurnOffTiles.transitionWithDuration(t, s));

            case 31: return(CCTransitionSplitRows.transitionWithDuration(t, s));

            case 25: return(CCTransitionSplitCols.transitionWithDuration(t, s));

            default: break;
            }

            return(null);
        }
Example #11
0
        //---------------------------------------------------------------------------------------------------------
        // SeqMenuCallBack
        //---------------------------------------------------------------------------------------------------------
        // Callback when sequence UI icon is touched
        //---------------------------------------------------------------------------------------------------------
        void ChallengeMenuCallback(object pSender)
        {
            var nextLevelToPlay     = new Level();
            var sentMenuItem        = (CCMenuItemImage)pSender;
            var challengeTypeString = sentMenuItem.UserData.ToString();
            int branchProgressionIndex;             // index of current branch progression

            switch (challengeTypeString)
            {
            case "Linear":
            {
                branchProgressionIndex     = 1;
                currentPlayer.ActiveBranch = BranchType.Linear;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Even":
            {
                branchProgressionIndex     = 2;
                currentPlayer.ActiveBranch = BranchType.Even;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Odd":
            {
                branchProgressionIndex     = 3;
                currentPlayer.ActiveBranch = BranchType.Odd;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Triangular":
            {
                branchProgressionIndex     = 4;
                currentPlayer.ActiveBranch = BranchType.Triangular;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Square":
            {
                branchProgressionIndex     = 5;
                currentPlayer.ActiveBranch = BranchType.Square;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Lazy":
            {
                branchProgressionIndex     = 6;
                currentPlayer.ActiveBranch = BranchType.Lazy;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Fibonacci":
            {
                branchProgressionIndex     = 7;
                currentPlayer.ActiveBranch = BranchType.Fibonacci;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Prime":
            {
                branchProgressionIndex     = 8;
                currentPlayer.ActiveBranch = BranchType.Prime;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Double":
            {
                branchProgressionIndex     = 9;
                currentPlayer.ActiveBranch = BranchType.Double;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Triple":
            {
                branchProgressionIndex     = 10;
                currentPlayer.ActiveBranch = BranchType.Triple;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Pi":
            {
                branchProgressionIndex     = 11;
                currentPlayer.ActiveBranch = BranchType.Pi;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }

            case "Recaman":
            {
                branchProgressionIndex     = 12;
                currentPlayer.ActiveBranch = BranchType.Recaman;
                nextLevelToPlay            = GetNextLevelToPlay(branchProgressionIndex);
                currentPlayer.BranchProgression [branchProgressionIndex].BranchState = CompletionState.started;
                break;
            }
            }

            // TODO: because we set the branch progression after a challenge is selected, we should write to the player file

            var layer             = ChallengeLevelLayer.CreateScene(Window, nextLevelToPlay, currentPlayer);
            var transitionToLayer = new CCTransitionSlideInR(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
 public static new CCTransitionSlideInR Create(float t, CCScene scene)
 {
     var pScene = new CCTransitionSlideInR();
     pScene.InitWithDuration(t, scene);
     return pScene;
 }