void MenuLayer::setResults(Results r) { auto wiew = Director::getInstance()->getOpenGLView()->getDesignResolutionSize(); auto callback = std::bind(&MenuLayer::menuCloseCallback, this, this); MenuItemImage* goToLevels; MenuItemImage* nextReload; auto goNextMap = std::bind(&MenuLayer::nextMap, this, this); auto reload = std::bind(&MenuLayer::reloadMap, this, this); auto back = std::bind(&MenuLayer::backToMap, this, this); switch (r) { case WIN: nextReload = MenuItemImage::create("exit_pressed.png", "exit_pressed.png", goNextMap); break; case LOSE: nextReload = MenuItemImage::create("exit_pressed.png", "exitGame.png", reload); break; case PAUSE: nextReload = MenuItemImage::create("exitGame.png", "exit_pressed.png", back); break; default: break; } goToLevels = MenuItemImage::create("exitGame.png", "exit_pressed.png", callback); goToLevels->setAnchorPoint(Vec2(1, 0)); goToLevels->setPosition(Vec2(wiew.width, 0)); nextReload->setAnchorPoint(Vec2(1, 0)); nextReload->setPosition(Vec2(wiew.width, nextReload->getBoundingBox().size.height)); Menu* pMenu = Menu::create(goToLevels, nextReload, NULL); pMenu->setPosition(Point::ZERO); addChild(pMenu, 1); };