void OpenGraphAPIScene::buildScene() { // Call super build scene. BaseScene::buildScene(); BaseScene::addTipBoard("Do you know that Open Graph is the coolest feature from Facebook? You can share live game action on the Facebook with just one function call at right time."); SpriteBatchNode* batchNode = SpriteBatchNode::create(PNG_FILE(kRESOURCE_OG)); this->addChild(batchNode); SpriteFrameCache::getInstance()->addSpriteFramesWithFile(PLIST_FILE(kRESOURCE_OG)); buildHeader(-1, "Open Graph Stories", "Increase your user base by publishing open graph stories"); // Build the tiles. MenuItemImage* menuItem = NULL; menuItem = this->buildAndPlaceTile("btn_og_earn_achievement_nrl", "btn_og_earn_achievement_prd", 1, 0); menuItem->setCallback(CC_CALLBACK_1(OpenGraphAPIScene::earnAchievement, this)); menuItem = this->buildAndPlaceTile("btn_og_defeat_friend_nrl", "btn_og_defeat_friend_prd", 1, 1); menuItem->setCallback(CC_CALLBACK_1(OpenGraphAPIScene::defeatAFriend, this)); menuItem = this->buildAndPlaceTile("btn_og_find_item_nrl", "btn_og_find_item_prd", 0, 2); menuItem->setCallback(CC_CALLBACK_1(OpenGraphAPIScene::findAGuitarItem, this)); menuItem = this->buildAndPlaceTile("btn_og_complete_lvl_nrl", "btn_og_complete_lvl_prd", 2, 2); menuItem->setCallback(CC_CALLBACK_1(OpenGraphAPIScene::completeALevel, this)); }
void ScoreAPIScene::buildScene() { // Call super build scene. BaseScene::buildScene(); BaseScene::addTipBoard("Do you know that store user score on Facebook? Compare friends score and build a leaderboard in just 1 function call"); SpriteBatchNode* batchNode = SpriteBatchNode::create(PNG_FILE(kRESOURCE_SCORE)); this->addChild(batchNode); SpriteFrameCache::getInstance()->addSpriteFramesWithFile(PLIST_FILE(kRESOURCE_SCORE)); buildHeader(-1, "Score APIs", "Generate interesting stories by updating scores"); MenuItemImage* menuItem = NULL; menuItem = this->buildAndPlaceTile("btn_reset_score_nrl", "btn_reset_score_prd", 1, 0); menuItem->setCallback(CC_CALLBACK_1(ScoreAPIScene::resetUserScore, this)); menuItem = this->buildAndPlaceTile("btn_submit_score_nrl", "btn_submit_score_prd", 1, 1); menuItem->setCallback(CC_CALLBACK_1(ScoreAPIScene::submitUserScore, this)); //menuItem = this->buildAndPlaceTile("btn_reset_tournament_nrl", "btn_reset_tournament_prd", 1, 1); //menuItem->setTarget(this, menu_selector(ScoreAPIScene::resetTournamentScore)); menuItem = this->buildAndPlaceTile("btn_achievement_nrl", "btn_achievement_prd", 0, 2); menuItem->setCallback(CC_CALLBACK_1(ScoreAPIScene::publishAnAchievement, this)); }
// Menus void GameLevelLayer::gameOver(bool playerDidWin) { m_isGameOver = true; std::string gameText; if (playerDidWin) { gameText = "You Won!"; } else { gameText = "You have Died!"; CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("hurt.wav"); } Menu* pMenu = CCMenu::create(); pMenu->setPosition(Vec2(240, -100)); MenuItemFont *diedLabel = MenuItemFont::create(gameText); diedLabel->setFontName("Marker Felt"); diedLabel->setFontSize(24); diedLabel->setPosition(Vec2(240, 200)); pMenu->addChild(diedLabel); MoveBy *slideIn = MoveBy::create(1.0, Vec2(0,250)); MenuItemImage *replay = MenuItemImage::create("replay.png", "replay.png", "replay.png"); replay->setPosition(Point::ZERO); replay->setCallback(CC_CALLBACK_1(GameLevelLayer::replayButtonCallback, this)); pMenu->addChild(replay); this->addChild(pMenu, 1); pMenu->runAction(slideIn); }
void RequestAPIScene::buildScene() { // Call super build scene. BaseScene::buildScene(); BaseScene::addTipBoard("Do you know that you can use EziSocial to send gifts, invites and challenges to user's Facebook friends? Also you can process these requests on receiver's device"); SpriteBatchNode* batchNode = SpriteBatchNode::create(PNG_FILE(kRESOURCE_REQUEST)); this->addChild(batchNode); SpriteFrameCache::getInstance()->addSpriteFramesWithFile(PLIST_FILE(kRESOURCE_REQUEST)); buildHeader(-1, "Request APIs", "Send gifts, invites and much more with Facebook"); // Build the tiles. MenuItemImage* menuItem = NULL; menuItem = this->buildAndPlaceTile("btn_send_gifts_nrl", "btn_send_gifts_prd", 0, 0); menuItem->setCallback(CC_CALLBACK_1(RequestAPIScene::sendGifts, this)); menuItem = this->buildAndPlaceTile("btn_challenge_nrl", "btn_challenge_prd", 2, 0); menuItem->setCallback(CC_CALLBACK_1(RequestAPIScene::challengeFriends, this)); menuItem = this->buildAndPlaceTile("btn_invite_friends_nrl", "btn_invite_friends_prd", 1, 1); menuItem->setCallback(CC_CALLBACK_1(RequestAPIScene::inviteFriends, this)); menuItem = this->buildAndPlaceTile("btn_new_requests_nrl", "btn_new_requests_prd", 0, 2); menuItem->setCallback(CC_CALLBACK_1(RequestAPIScene::refreshIncomingRequests, this)); Size menuSize = menuItem->getContentSize(); _pendingRequestLabel = LabelTTF::create("0", "Arial", AppDelegate::SCREEN_SCALE_FACTOR * 20); menuItem->addChild(_pendingRequestLabel, 5); _pendingRequestLabel->cocos2d::CCNode::setPosition(menuSize.width * 0.2, menuSize.height * 0.2); menuItem = this->buildAndPlaceTile("btn_view_open_nrl", "btn_view_open_prd", 2, 2); menuItem->setCallback(CC_CALLBACK_1(RequestAPIScene::viewOpenRequestItems, this)); }
void FriendListScene::buildScene() { _friendDictionary.clear(); _friendList.clear(); _tableView = NULL; _downloadCount = 0; const char* headerString = ""; switch (_selectedFriendCircle) { case ALL_FRIENDS: headerString = "All Friends"; break; case INSTALLED_ONLY: headerString = "Friends Playing Game"; break; case NON_PLAYING_ONLY: headerString = "Friends not Playing Game"; break; case MY_DEVICE_ONLY: #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) headerString = "Friends playing on iOS Device"; #else headerString = "Friends playing on Android Device"; #endif default: break; } //_friendList = CCArray::createWithCapacity(5); //_friendList->retain(); CCLOG("ALL Request count = %lu", _friendList.size()); // Add background layers to the scene. LayerColor *bg = LayerColor::create(Color4B(255, 255, 255, 255), AppDelegate::SCREEN_WIDTH, AppDelegate::SCREEN_HEIGHT); this->addChild(bg); LayerColor *secondBG = LayerColor::create(Color4B(95, 95, 95, 255), AppDelegate::SCREEN_WIDTH - SCALED_VALUE(20.0f), AppDelegate::SCREEN_HEIGHT - SCALED_VALUE(20.0f)); secondBG->setPosition(Point(SCALED_VALUE(10.0f), SCALED_VALUE(10.0f))); this->addChild(secondBG); // Set the table header. LayerColor *header = LayerColor::create(Color4B(66, 66, 66, 255), AppDelegate::SCREEN_WIDTH - SCALED_VALUE(20.0f), SCALED_VALUE(100.0f)); header->setAnchorPoint(Point(0, 0)); header->setPosition(Point(SCALED_VALUE(10.0f), AppDelegate::SCREEN_HEIGHT - SCALED_VALUE(110.0f))); this->addChild(header); // Set the header text. auto headerText = LabelTTF::create(headerString, "Arial", SCALED_VALUE(40.0f)); headerText->setAnchorPoint(Point(0.0f, 0.5f)); header->addChild(headerText); headerText->setPositionX(SCALED_VALUE(28.0f)); headerText->setPositionY(header->getContentSize().height/2); // Add back button go back to previous scene MenuItemImage *backButton = MenuItemImage::create(); backButton->setNormalSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("btn_table_back_nrl")); backButton->setSelectedSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("btn_table_back_prd")); backButton->setCallback(CC_CALLBACK_1(FriendListScene::backButtonPressed, this)); backButton->setAnchorPoint(Point(1.0f, 0.5)); Menu* backMenu = Menu::create(backButton, NULL); header->addChild(backMenu); backMenu->setPositionX(header->getContentSize().width - SCALED_VALUE(20.0f)); backMenu->setPositionY(header->getContentSize().height/2); // Create the table view. float tableHeight = bg->getContentSize().height - secondBG->getPositionY() - (header->getContentSize().height) - SCALED_VALUE(10); _tableView = TableView::create(this, Size(secondBG->getContentSize().width, tableHeight)); _tableView->setAnchorPoint(Point(0, 0.0)); _tableView->setDirection(ScrollView::Direction::VERTICAL); _tableView->setPosition(Point(SCALED_VALUE(10.0f), SCALED_VALUE(10))); _tableView->setDelegate(this); this->addChild(_tableView); }