Esempio n. 1
0
void BaseScense::initAllGameLayerNeedLayers()
{
	mContentLayerWapper = BaseContentWrapLayer::createLayer(this);
	setContentLayerWapper(mContentLayerWapper);

	mMenuLayer = new MenuLayer(mSceneIndex);
	mMenuLayer->autorelease();
	mMenuLayer->setBaseScene(this);
	addChild(mMenuLayer, 129);

	GameLayerFactory* layerFactory = GameLayerFactory::getInstance();
	std::pair<int, int> info = layerFactory->getLevelFormat(mSceneIndex);
	seasonId = info.first;
	sectionId = info.second;
	
	//添加底部星星评价
	const ConfigSectionInfo* curLevelinfo = GameLayerFactory::getInstance()->getConfigSectionInfo(seasonId, sectionId);
	StarState* pBar = StarState::create(curLevelinfo->iPefect_Gold, curLevelinfo->iBest_Gold);
	pBar->setPosition(ccp(0, -g_iTaiJieHight));
	mContentLayerWapper->addChild(pBar, 10001, Tag_StarStateBar);

	mMenuLayer->setStarState(pBar);

	mBackgroundLayer = BackgroudLayerFactory::createBgLayer(seasonId, sectionId);

	notificationLayer = AchievementNotification::create();
	addChild(notificationLayer, 128,Tag_Layer_Notification); // 放在最上层
 
	guideLayer = GuideLayerFactory::getFactory()->getGuideLayer(seasonId,sectionId);
	guideLayer->setBaseScene(this);
	setGuideLayer(guideLayer);
	guideLayer->setTouchEnabled(false);
	guideLayer->setVisible(false);

	ShadowLayer* shadowLayer = new ShadowLayer();
	shadowLayer->autorelease();

	WaitTimeToClickLayer* waitLayer = new WaitTimeToClickLayer();
	waitLayer->autorelease();
	addChild(waitLayer,1,Tag_Layer_WatingLayer);

	CCLayer* bgCover = CCLayer::create();
	mContentLayerWapper->getWrapper()->addChild(bgCover,-1,Tag_Layer_Background_Cover);
	
	mContentLayerWapper->getWrapper()->addChild(shadowLayer,0,Tag_Layer_shadow);
	mContentLayerWapper->addChild(mBackgroundLayer,-1,Tag_Layer_Background);
}