Exemple #1
0
        //---------------------------------------------------------------------------------------------------------
        // RetryLevel
        //---------------------------------------------------------------------------------------------------------
        // If the player didn't pass the level, let them play it over
        //---------------------------------------------------------------------------------------------------------
        void RetryLevel(object stuff = null)
        {
            var level            = ChallengeLevelLayer.CreateScene(Window, lastLevelPlayed, activePlayer);
            var transitionToGame = new CCTransitionFade(2.0f, level);

            Director.ReplaceScene(transitionToGame);
        }
Exemple #2
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        //---------------------------------------------------------------------------------------------------------
        // QuitLevel
        //---------------------------------------------------------------------------------------------------------
        // If they've had enough for now, let them quit back to the Select Challenge layer
        //---------------------------------------------------------------------------------------------------------
        void QuitLevel(object stuff = null)
        {
            var mainMenu             = SelectChallengeLayer.CreateScene(Window, activePlayer);
            var transitionToMainMenu = new CCTransitionFade(2.0f, mainMenu);

            Director.ReplaceScene(transitionToMainMenu);
        }
Exemple #3
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        void StartNewGame(object stuff = null)
        {
            var level            = LevelIntroLayer.CreateScene(Window, levels, activePlayer);
            var transitionToGame = new CCTransitionFade(3.0f, level);

            Director.ReplaceScene(transitionToGame);
        }
Exemple #4
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        void CancelNewGame(object stuff = null)
        {
            var mainMenu             = GameStartLayer.CreateScene(Window);
            var transitionToMainMenu = new CCTransitionFade(3.0f, mainMenu);

            Director.ReplaceScene(transitionToMainMenu);
        }
Exemple #5
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        public HighScoreLayer(int score) : base()
        {
            currentScore = score;


            var batchnode = GetChildByTag((int)Tags.SpriteManager) as CCSpriteBatchNode;
            var title     = CCSprite.Create(batchnode.Texture, new CCRect(608, 192, 225, 57));

            title.Position = new CCPoint(160, 240);
            batchnode.AddChild(title);



            var button1 = new CCMenuItemImage("Images/playAgainButton", "Images/playAgainButton",
                                              new SEL_MenuHandler((sender) => {
                CCDirector.SharedDirector.ReplaceScene(CCTransitionFade.Create(.5f, GameLayer.Scene, new CCColor3B(255, 255, 255)));
            }));
            var button2 = new CCMenuItemImage("Images/changePlayerButton", "Images/changePlayerButton", new SEL_MenuHandler((sender) => {
                // do nothing
            }));
            var menu    = new CCMenu(button1, button2);

            menu.Position = new CCPoint(160, 58);
            menu.AlignItemsVerticallyWithPadding(9);

            AddChild(menu);
        }
        void NextLevel(object stuff = null)
        {
            var nextLevel        = LevelLayer.CreateScene(Window, levels, activePlayer);
            var transitionToGame = new CCTransitionFade(2.0f, nextLevel);

            Director.ReplaceScene(transitionToGame);
        }
        //---------------------------------------------------------------------------------------------------------
        // ContinueGame - Used in menu selection
        //---------------------------------------------------------------------------------------------------------
        // Transitions to GameLayer
        //---------------------------------------------------------------------------------------------------------
        void ContinueGame(object stuff = null)
        {
            var mainGame         = LevelLayer.CreateScene(Window, levels, currentPlayer);
            var transitionToGame = new CCTransitionFade(2.0f, mainGame);

            Director.ReplaceScene(transitionToGame);
        }
        void StartLevel()
        {
            var levelScene        = LevelLayer.CreateScene(Window, levels, activePlayer);
            var transitionToLevel = new CCTransitionFade(3.0f, levelScene);

            Director.ReplaceScene(transitionToLevel);
        }
Exemple #9
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        //---------------------------------------------------------------------------------------------------------
        // NextLevel
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the next level if the player passed this level
        //---------------------------------------------------------------------------------------------------------
        void NextLevel(object stuff = null)
        {
            var nextLevelToPlay  = GetNextLevelToPlay();
            var nextLevel        = ChallengeLevelLayer.CreateScene(Window, nextLevelToPlay, activePlayer);
            var transitionToGame = new CCTransitionFade(2.0f, nextLevel);

            Director.ReplaceScene(transitionToGame);
        }
Exemple #10
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        public void switchLayer(float dt)
        {
            //unschedule(schedule_selector(Bug624Layer::switchLayer));

            CCScene scene = CCScene.node();

            scene.addChild(Bug624Layer.node(), 0);
            CCDirector.sharedDirector().replaceScene(CCTransitionFade.transitionWithDuration(2.0f, scene, new ccColor3B {
                r = 255, g = 0, b = 0
            }));
        }
Exemple #11
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        //---------------------------------------------------------------------------------------------------------
        // QuitLevel
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the main MenuLayer
        //---------------------------------------------------------------------------------------------------------
        void QuitLevel(object stuff = null)
        {
            var nextTutorialLevel = GetNextTutorialLevelToPlay();

            if (nextTutorialLevel.BranchNum > 0)
            {
                activePlayer.BranchProgression [1].IsLocked    = false;
                activePlayer.BranchProgression [0].BranchState = CompletionState.completed;
                activePlayer.ConsumableAdd = activePlayer.ConsumableCheckPoint = activePlayer.ConsumableNextSeq = activePlayer.ConsumableSubtract = 0;
                activePlayer.WriteData(activePlayer);
            }
            var mainMenu             = MenuLayer.CreateScene(Window);
            var transitionToMainMenu = new CCTransitionFade(2.0f, mainMenu);

            Director.ReplaceScene(transitionToMainMenu);
        }
Exemple #12
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 void ShowHighScores()
 {
     gameSuspended = true;
     CCDirector.SharedDirector.ReplaceScene(CCTransitionFade.Create(1, HighScoreLayer.Scene(score), new CCColor3B(255, 255, 255)));
 }
Exemple #13
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        private void click_start(CCObject sender)
        {
            var s = CCTransitionFade.transitionWithDuration(0.5f, GameRoot.pSceneSelect);

            CCDirector.sharedDirector().pushScene(s);
        }
Exemple #14
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        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);
        }
Exemple #15
0
        public void click_star(CCObject sender)
        {
            var s = CCTransitionFade.transitionWithDuration(0.5f, GameRoot.pGameScene);

            CCDirector.sharedDirector().pushScene(s);
        }
Exemple #16
0
        public void click_back(CCObject s)
        {
            var a = CCTransitionFade.transitionWithDuration(0.5f, GameRoot.pSelectScene);

            CCDirector.sharedDirector().pushScene(a);
        }
 public static CCTransitionScene transitionWithDuration(float t, CCScene s)
 {
     return(CCTransitionFade.transitionWithDuration(t, s, ccWHITE));
 }
        //---------------------------------------------------------------------------------------------------------
        // NewGame - Used in menu selection
        //---------------------------------------------------------------------------------------------------------
        // Transitions to LevelLayer
        //---------------------------------------------------------------------------------------------------------
        void NewGame(object stuff = null)
        {
            if (currentPlayer.BranchProgression[1].LastLevelCompleted > -1)
            {
                //if (currentPlayer.LastLevelCompleted > -1) {
                CCRect bounds = VisibleBoundsWorldspace;

                PauseListeners(true);
                Application.Paused = true;

                var newGameLayer = new CCLayerColor(new CCColor4B(0, 0, 0, 230));
                AddChild(newGameLayer, 99999);

                // Add frame to layer
                frameSprite             = new CCSprite(uiSpriteSheet.Frames.Find(x => x.TextureFilename.Equals("frame.png")));
                frameSprite.AnchorPoint = CCPoint.AnchorMiddle;
                frameSprite.Position    = new CCPoint(bounds.Size.Width / 2, bounds.Size.Height / 2);
                newGameLayer.AddChild(frameSprite);

                newGameWarning                     = new CCLabel("This will erase your current progress!\n\n\nProceed?", GOTHIC_56_WHITE_FNT);
                newGameWarning.AnchorPoint         = CCPoint.AnchorMiddle;
                newGameWarning.Scale               = 1.5f;
                newGameWarning.Position            = new CCPoint(frameSprite.BoundingBox.Center);
                newGameWarning.HorizontalAlignment = CCTextAlignment.Center;
                newGameLayer.AddChild(newGameWarning);

                okLabel             = new CCLabel("OK", GOTHIC_44_HD_FNT);
                okLabel.AnchorPoint = CCPoint.AnchorMiddle;
                okLabel.Scale       = 1.5f;

                cancelLabel             = new CCLabel("Cancel", GOTHIC_44_HD_FNT);
                cancelLabel.AnchorPoint = CCPoint.AnchorMiddle;
                cancelLabel.Scale       = 1.5f;

                var okItem = new CCMenuItemLabel(okLabel, okSender => {
                    newGameLayer.RemoveFromParent();
                    ResumeListeners(true);
                    Application.Paused = false;

                    currentPlayer = new Player();
                    currentPlayer.WriteData(currentPlayer);

                    var mainGame         = LevelLayer.CreateScene(Window, levels, currentPlayer);
                    var transitionToGame = new CCTransitionFade(2.0f, mainGame);
                    Director.ReplaceScene(transitionToGame);
                });
                okItem.Position = bounds.Center;

                var cancelItem = new CCMenuItemLabel(cancelLabel, cancelSender => {
                    newGameLayer.RemoveFromParent();
                    ResumeListeners(true);
                    Application.Paused = false;
                });
                cancelItem.Position = bounds.Center;

                var closeMenu = new CCMenu(okItem, cancelItem);
                closeMenu.AlignItemsHorizontally(50);
                closeMenu.AnchorPoint = CCPoint.AnchorMiddleBottom;
                closeMenu.Position    = new CCPoint(bounds.Size.Width / 2, frameSprite.BoundingBox.MinY + (okLabel.BoundingBox.Size.Height * 2.5f));

                newGameLayer.AddChild(closeMenu);
            }
            else
            {
                var mainGame         = LevelLayer.CreateScene(Window, levels, currentPlayer);
                var transitionToGame = new CCTransitionFade(2.0f, mainGame);
                Director.ReplaceScene(transitionToGame);
            }
        }
Exemple #19
0
        private void click_people(CCObject sender)
        {
            var s = CCTransitionFade.transitionWithDuration(0.5f, GameRoot.pSelect_employee);

            CCDirector.sharedDirector().pushScene(s);
        }