public TutorialLayer(bool startGameAfter) : base(new CCColor4B(127, 200, 205)) { titleMessage = "How to play: Part {0} of " + tutorials.Length; var touchListener = new CCEventListenerTouchAllAtOnce(); touchListener.OnTouchesEnded = (touches, ccevent) => { currentTutorial++; if (currentTutorial >= tutorials.Length) { if (startGameAfter) { var mainGame = GameLayer.CreateScene(GameView, null); var transition = new CCTransitionProgressInOut(0.2f, mainGame); Director.ReplaceScene(transition); RemoveAllChildren(true); } else { var menuLayer = MenuLayer.CreateScene(GameView); var transition = new CCTransitionProgressInOut(0.2f, menuLayer); Director.ReplaceScene(transition); RemoveAllChildren(true); } } else { SetCurrentMessages(); } }; AddEventListener(touchListener, this); }
private void BackToMenu() { var menuLayer = MenuLayer.CreateScene(GameView); var transitionToMenu = new CCTransitionProgressInOut(0.2f, menuLayer); Director.ReplaceScene(transitionToMenu); }
protected void GoToScene(CCScene scene) { CCAudioEngine.SharedEngine.PlayEffect("pop"); var transition = new CCTransitionProgressInOut(0.2f, scene); Director.ReplaceScene(transition); }
private void GoToScene(CCScene scene, string effectName) { CCAudioEngine.SharedEngine.PlayEffect(effectName); var transitionToGameOver = new CCTransitionProgressInOut(0.2f, scene); Director.ReplaceScene(transitionToGameOver); }
private void OnTouchesEnded(List <CCTouch> touches, CCEvent touchEvent) { if (touches.Count > 0) { var gameLayer = GameLayer.CreateScene(GameView, GameLayer.LevelDefinition.Key); var transitionToMenu = new CCTransitionProgressInOut(0.2f, gameLayer); Director.ReplaceScene(transitionToMenu); } }
private void OnTouchesBegan(List <CCTouch> touches, CCEvent touchEvent) { if (touches.Count > 0) { CCScene newGameScene = new CCScene(GameView); var transitionToNewGame = new CCTransitionProgressInOut(0.7f, newGameScene); newGameScene.AddLayer(new GameLayer()); Director.ReplaceScene(transitionToNewGame); } }
public static new CCTransitionProgressInOut Create(float t, CCScene scene) { var ret = new CCTransitionProgressInOut(); ret.InitWithDuration(t, scene); return ret; }