void GameOverLayer::createPlayAgainButton()
{
    // Create the startButton
    CCSprite *playAgainButtonSpriteUp = CCSprite::createWithSpriteFrameName("playagain_button.png");
    CCSprite *playAgainButtonSpriteDown = CCSprite::createWithSpriteFrameName("playagain_button.png");
    // Scale the down to 90% so that it looks like the button was pressed
    playAgainButtonSpriteDown->setScale(0.9f);
    CCMenuItemSprite *playAgainButton = CCMenuItemSprite::create(playAgainButtonSpriteUp, playAgainButtonSpriteDown, this, menu_selector(GameOverLayer::playAgainButtonTouched));
    playAgainButton->setPositionX(-playAgainButton->getContentSize().width/1.2);
    playAgainButton->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(1.0f, 1.2f), CCScaleTo::create(1.0f, 1.0f))));
    
    // Create the mainButton
    CCSprite *mainButtonSpriteUp = CCSprite::createWithSpriteFrameName("main_button.png");
    CCSprite *mainButtonSpriteDown = CCSprite::createWithSpriteFrameName("main_button.png");
    // Scale the down to 90% so that it looks like the button was pressed
    mainButtonSpriteDown->setScale(0.9f);
    CCMenuItemSprite *mainButton = CCMenuItemSprite::create(mainButtonSpriteUp, mainButtonSpriteDown, this, menu_selector(GameOverLayer::mainButtonTouched));
    mainButton->setPositionX(mainButton->getContentSize().width/1.2);
    
    // Create the start game menu
    CCMenu *gameMenu = CCMenu::create(playAgainButton, mainButton, NULL);
    // Set the initial position off screen
    gameMenu->setPosition(ccp(SCREEN_WIDTH/2, -SCREEN_HEIGHT));
    // Set the tag of the start menu so that we can refer to it later using getChildByTag(...)
    gameMenu->setTag(kGameOverLayer_PlayAgainMenu);
    
    // Create and run an animation that will slide the start game menu in from below the screen to its intended location
    CCActionInterval *moveAction = CCMoveTo::create(0.3f, ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.15));
    CCFiniteTimeAction *easeIn = CCEaseIn::create(moveAction, 0.2f);
    gameMenu->runAction(easeIn);
    
    // Add the start menu to the layer
    this->addChild(gameMenu);
}
Exemple #2
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void GameScene::showRetryButtons()
{
	CCMenuItemImage* retryButton = CCMenuItemImage::create(
			"ButtonRetry.png","ButtonRetry.png", this, menu_selector(GameScene::tapRetryButton));

	CCMenuItemImage* wallButton = CCMenuItemImage::create(
			"ButtonWall.png", "ButtonWall.png" , this, menu_selector(GameScene::tapWallButton));

	CCMenuItemImage* titleButton = CCMenuItemImage::create(
			"ButtonTitle.png","ButtonTitle.png", this, menu_selector(GameScene::tapTitleButton));

	CCMenu* menu = CCMenu::create(retryButton, wallButton, titleButton, NULL);
	menu->alignItemsHorizontallyWithPadding( 30.0f);
	menu->setOpacity(0);
	//menu->setPosition(ccp(m_winSize.width / 2,m_winSize.height * 1.2));
	//menu->setPosition(ccp(m_winSize.width / 2,m_winSize.height/ 4 - 10));
	this->addChild(menu,kZOrderScore,kTagMenu);

	CCFiniteTimeAction* initFade = CCFadeTo::create(0.0f,0);
	CCFiniteTimeAction* initMove = CCMoveTo::create(0.0f,ccp(m_winSize.width / 2,50.0f - 10.0f));
	CCSequence* initMix = CCSequence::createWithTwoActions(initFade,initMove);

	CCFiniteTimeAction* fade = CCFadeIn::create(1.5f);
	CCFiniteTimeAction* move = CCMoveBy::create(1.5f,ccp(0,10.0f));
	CCSpawn* mix = CCSpawn::createWithTwoActions(fade,move);
	CCActionInterval* easeMix = CCEaseIn::create( CCSequence::createWithTwoActions(initMix,mix), 2.0f);

	menu->runAction(easeMix);
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                        "CloseNormal.png",
                                        "CloseSelected.png",
                                        this,
                                        menu_selector(HelloWorld::menuCloseCallback) );
    pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );

    // create menu, it's an autorelease object
    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
    pMenu->setPosition( CCPointZero );
    this->addChild(pMenu, 1);

    /* Label */
    CCLabelTTF* pLabel = CCLabelTTF::create("Colorful Touch-x", "Hevetica-BoldOblique", 100);
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    pLabel->setPosition( ccp(size.width / 2, size.height/2+100) );
    this->addChild(pLabel, 1);
    
    /* Image */
    CCSprite* pSprite = CCSprite::create("space_bg8.jpg");
    pSprite->setPosition( ccp(size.width/2, size.height/2) );
    this->addChild(pSprite, 0);
    
    /* Play the Game */
    CCMenuItemFont::setFontName("Hevetica-BoldOblique");
    CCMenuItemFont::setFontSize(50);
    CCMenuItemFont* item = CCMenuItemFont::create("play the game", this, menu_selector(HelloWorld::PlayTheGame));
    CCMenu *menu = CCMenu::menuWithItem(item);
    menu->setPosition(CCPointMake(size.width/2, size.height/2-150));
    CCFadeTo* fadeIn = CCFadeTo::actionWithDuration(1.0f, 127);
    CCFadeTo* fadeOut = CCFadeTo::actionWithDuration(1.0f, 255);
    CCSequence *pulseSequence = CCSequence::actionOneTwo(fadeIn, fadeOut);
    CCRepeatForever *repeat = CCRepeatForever::actionWithAction(pulseSequence);
    menu->runAction(repeat);
    this->addChild(menu,1);
    
    /* Back Particle */
    BackParticle *backParticle = (BackParticle *)BackParticle::create();
    this->addChild(backParticle);

    
    return true;
}
Exemple #4
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void GameMain::setover() {
    CCMenu* pMenu = (CCMenu *)this->getChildByTag(25);
    pMenu->setVisible(true);
    pMenu->setEnabled(true);
    gameover->setVisible(true);
    gameover->setScale(0);
    pMenu->setScale(0);
    pMenu->runAction(CCScaleTo::create(0.5,1));
    gameover->runAction(CCScaleTo::create(0.5,0.5));
    isover = true;
}
Exemple #5
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void LevelGame04::meCallback(CCObject* pSender)  
{  
	isMenu++;	
	if(isMenu == 3)
	{
	CCMenu *pmenu = (CCMenu *)getChildByTag(103);
	//CCFiniteTimeAction *scale = CCScaleTo::create(2.0f,2);
	CCFiniteTimeAction *blick=CCBlink::create(0.5f,10);
	//CCAction *action = CCSpawn::create(scale,blick,NULL);
	pmenu->runAction(blick);
    this->scheduleOnce(schedule_selector(LevelGame04::gamewin), 1.0f);  
	}
}  
Exemple #6
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void MyBuildingCard::cancelDetail(cocos2d::CCNode *psender) {
    CCSprite* detailback = (CCSprite*)activeCard->getParent()->getChildByTag(detailBackTag);
    detailback->runAction(CCSequence::create(CCEaseInOut::create(CCMoveTo::create(0.2, ccp(detailback->getPosition().x,-detailback->getContentSize().height/2-100)),2),GXRemoveFromParentsAction::create(), NULL));
    
    
    activeCard->runAction(CCSequence::create(CCDelayTime::create(0.2),CCEaseInOut::create(CCScaleTo::create(0.2, 1),2),NULL));
    activeCard->runAction(CCSequence::create(CCDelayTime::create(0.2),CCEaseInOut::create(CCMoveTo::create(0.2, oriPosition),2),CCCallFunc::create(this,callfunc_selector(MyBuildingCard::reorderCall)),NULL));
    CCMenu* grayMenu = (CCMenu*)activeCard->getParent()->getChildByTag(grayTag);
    grayMenu->runAction(CCSequence::create(CCDelayTime::create(0.2),CCFadeOut::create(0.2),GXRemoveFromParentsAction::create(),NULL));
    
    
    
}
void GameMainLayer::setOver()
{
    //游戏结束
    CCMenu *pMenu = (CCMenu *)this->getChildByTag(25);
    pMenu->setVisible(true);
    pMenu->setEnabled(true);
    pMenu->setScale(0);
    pMenu->runAction(CCScaleTo::create(0.5f, 1));
    
    gameOver->setVisible(true);
    gameOver->setScale(0);
    gameOver->runAction(CCScaleTo::create(0.5f, 0.5f));
    
    this->isOver = true;
}
void LevelEndView::showResetButton() {
  CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
  CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_reset.png");
  CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_reset_down.png");
  ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_, 
                                                                            menu_selector(GameScene::restartGame));
  CCMenu* menu = CCMenu::menuWithItem(button);
  menu->setPosition(ccp(310, -40));
  addChild(menu);
  
  CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
  CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
  
  menu->runAction(menuEase);  
}
void LevelEndView::showLevelsButton() {
  CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
  CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_back.png");
  CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_back_down.png");
  ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_, 
                                                                            menu_selector(GameScene::levelSelect));
  CCMenu* menu = CCMenu::menuWithItem(button);
  menu->setPosition(ccp(170, -40));
  addChild(menu);
  
  CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
  CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
  
  CCCallFunc* showNext = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showResetButton));
  CCSequence* sequence = CCSequence::actionOneTwo(menuEase, showNext);
  menu->runAction(sequence);
}
void HelloWorld::endGame()
{

	gameend = true;

	setTouchEnabled(false);

	if(this->bird->getPosition().y>320){
		CCLog("%f",this->bird->getPosition().y);
		this->bird->dead();
	}

	unscheduleUpdate();
	unschedule(schedule_selector(HelloWorld::addBar));

	//this->removeChild(this->bird);

	CCSprite *gameover = CCSprite::createWithSpriteFrameName("gameover.png");
	gameover->setPosition(ccp(this->screenSize.width/2,this->screenSize.height/2));
	gameover->runAction(CCMoveTo::create(0.5f,ccp(this->screenSize.width/2,this->screenSize.height/2+240)));
	addChild(gameover,1,1);

	//CCMenuItemImage *gameoverMenuItem = CCMenuItemImage::create("start.png","start.png",this,menu_selector(HelloWorld::gameEndCallback));
	CCMenuItemSprite  *gameoverMenuItem = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("start.png"),
		CCSprite::createWithSpriteFrameName("start.png"),this,menu_selector(HelloWorld::gameEndCallback));
	CCMenu *menu = CCMenu::create(gameoverMenuItem, NULL);
	//b2BodyDef gameoverMenuItemDef;
	//gameoverMenuItemDef.type = b2_staticBody;
	///gameoverMenuItemDef.position = b2Vec2(this->screenSize.width/2/RATIO,this->screenSize.height/2/RATIO);
	//b2Body *gameoverBody = this->world->CreateBody(&gameoverMenuItemDef);
	//menu->setPosition( CCPointZero );
	menu->setPosition(ccp(this->screenSize.width/2,this->screenSize.height/2-100));
	menu->setOpacity(0);

	CCActionInterval*  move = CCMoveBy::create(0.5, ccp(0,100));
	CCActionInterval*  show = CCFadeIn::create(0.5);
	CCAction*  action = CCSpawn::create( show, move, NULL);
	CCFiniteTimeAction* taction = CCSequence::create(CCDelayTime::create(0.3),action,NULL);

	menu->runAction(taction);
	

	addChild(menu,1,2);
}
void LevelEndView::showButtons() {
  CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
  
  CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_play.png");
  CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_play_down.png");
  ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_, 
                                                                            menu_selector(GameScene::nextLevel));
  CCMenu* menu = CCMenu::menuWithItem(button);
  menu->setPosition(ccp(screenSize.width/2, -40));
  addChild(menu);
  
  CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
  CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
  
  CCCallFunc* showNext = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showLevelsButton));
  CCCallFunc* showLevel = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showLevel));
  CCFiniteTimeAction* sequence = CCSequence::actions(menuEase, showNext, showLevel, NULL);
  menu->runAction(sequence);
}
Exemple #12
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bool JS_Result::CreateMenu()
{
	bool bRet = false;

	do
	{
		s = CCDirector::sharedDirector()->getWinSize();

		// OK 버튼
		CCMenuItemImage* pDoneItem = CCMenuItemImage::create("common/game/button_ok.png", "common/game/button_ok_s.png", this, menu_selector(JS_Result::menuClickCallback));
		pDoneItem->setTag(1);

		CCMenu* pMenu = CCMenu::create();
		pMenu->addChild(pDoneItem);
		pMenu->setPosition(ccp(0, 0));
		this->addChild(pMenu, 100);
		//////////////////////////////////////////////////////////////////////////////////////////

		CCMoveTo* pMoveTo = NULL;
		CCFiniteTimeAction *actionDone = NULL;
		CCFiniteTimeAction *seq = NULL;

#if(DEBUG_PLATFORM == CC_PLATFORM_ANDROID)
		pMoveTo = CCMoveTo::create(0.3f, ccp(0, 580));
#else
		pMoveTo = CCMoveTo::create(0.3f, ccp(0, 600));
#endif

		actionDone = CCCallFuncN::create( pMenu, NULL);
		seq = CCSequence::create(pMoveTo, actionDone, NULL);
		pMenu->runAction(seq);

		bRet = true;
	} while(0);

	return bRet;
}