void SceneGame::popUpKeyboard() { if(keyboardUp == false) { keyboardUp = true; // add black background IGSprite* keyboardBlack = new IGSprite("BackgroundBlack", IGPoint(240,160), 4, SceneGameTagKeyboardBlack); keyboardBlack->setOpacity(64); this->addChild(keyboardBlack); // display the selected letter IGSprite* selectedLetterBackground = new IGSprite("GameAlphabetSelectedLetterBackground", IGPoint(240,48), 5, SceneGameTagKeyboardLabelSelectedBackground); this->addChild(selectedLetterBackground); char buffer[200]; sprintf(buffer, "Selected Letter: %c", selectedChar); IGLabel* labelSelectedLetter = new IGLabel("FontCourierNew18", std::string(buffer), IGPoint(240,48), IGRect(480,30), 6, SceneGameTagKeyboardLabelSelectedLetter); labelSelectedLetter->setColor(255, 255, 255, 255); this->addChild(labelSelectedLetter); // add the keys for(int i=GameAlphabetA; i<=GameAlphabetESC; i++) { GameAlphabetLetter* letterButton = new GameAlphabetLetter(i, isLetterUsed(i)); this->addChild(letterButton); } } }
void SceneGameMenu::errorMessageStart() { IGSprite* spriteBlackBackground = new IGSprite("background_black", IGPoint(160,240), 5, GameMenuTagErrorBlackBackground); spriteBlackBackground->setOpacity(192); IGSprite* spriteErrorBackground = new IGSprite("game_menu_error_background", IGPoint(160,280), 6, GameMenuTagErrorBackground); GameMenuButtonErrorContinue* buttonContinue = new GameMenuButtonErrorContinue(); this->addChild(spriteBlackBackground); this->addChild(spriteErrorBackground); this->addChild(buttonContinue); }
void SceneAchievements::updateAchievements() { int i; // start by getting rid of all the old achievements for(i=0; i<4*5; i++) // 4 element for each of 5 achivments on the page removeChildByTag(AchievementsTagItems+i); // figure out what achievements need displaying int start = pageNumber*5; int end = start+5; if(end >= ACHIEVEMENT_NUM) end = ACHIEVEMENT_NUM; // display them int curTag = AchievementsTagItems; int curItem = 0; for(i=start; i<end; i++) { Achievement a = Achievements::getInstance()->getAchievement(i); // row background IGSprite* spriteRowBackground = new IGSprite("achievements_row_background", IGPoint(160,116+68*curItem), 5, curTag); this->addChild(spriteRowBackground); curTag++; // name and description IGLabel* labelName = new IGLabel("font_gabriola_16b", a.name.c_str(), IGPoint(196,105+68*curItem), IGRect(232,34), 6, curTag); labelName->setColor(255,255,255,255); this->addChild(labelName); curTag++; IGLabel* labelDescription = new IGLabel("font_gabriola_14", a.description.c_str(), IGPoint(196,127+68*curItem), IGRect(232,34), 6, curTag); labelDescription->setColor(196,207,226,255); this->addChild(labelDescription); curTag++; // trophy if(a.achieved) { IGSprite* spriteTrophy = new IGSprite("achievements_trophy", IGPoint(44,116+68*curItem), 6, curTag); this->addChild(spriteTrophy); } else { IGSprite* spriteTrophy = new IGSprite("achievements_locked_trophy", IGPoint(44,116+68*curItem), 6, curTag); this->addChild(spriteTrophy); // dim everything out labelName->setOpacity(128); labelDescription->setOpacity(128); spriteTrophy->setOpacity(128); } curTag++; curItem++; } }
void SceneOptions::resetPressed() { if(resetConfirmUp) return; resetConfirmUp = true; // add reset confirm dialog IGSprite* spriteBlackBackground = new IGSprite("background_black", IGPoint(160,240), 5, OptionsTagResetBlackBackground); spriteBlackBackground->setOpacity(192); IGSprite* spriteResetConfirmBackground = new IGSprite("options_reset_confirm_background", IGPoint(160,203), 6, OptionsTagResetBackground); OptionsButtonResetYes* buttonYes = new OptionsButtonResetYes(); OptionsButtonResetCancel* buttonCancel = new OptionsButtonResetCancel(); this->addChild(spriteBlackBackground); this->addChild(spriteResetConfirmBackground); this->addChild(buttonYes); this->addChild(buttonCancel); }