//--------------------------------------------------------------------------------------------------------- // 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); }
//--------------------------------------------------------------------------------------------------------- // 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); }
//--------------------------------------------------------------------------------------------------------- // 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); } }