void ChapterScene::updatePageAuto() { GameModel* gameModel = GameModel::getInstance(); int chapterSize = gameModel->getMapData()->getLevelSize(); float distance = this->chapterLayerOffset.x - this->chapterLayer->getPosition().x; float result = distance / (this->chapterLayer->getContentSize().width / chapterSize); int page = floor(result); float redundant = result - page; if (redundant > 0.5f) { page++; } page++; if (page < 1) { page = 1; } else if (page > chapterSize) { page = chapterSize; } this->updatePage(page); }
void ChapterScene::createLayersContent() { GameModel* gameModel = GameModel::getInstance(); Size displayResolutionSize = gameModel->getDisplayResolutionSize(); Face* backgroundFace = new Face(); backgroundFace->initWithFile(ANI_BACKGROUND); backgroundFace->setScale(CONF_FAKE_1); backgroundFace->setPosition(displayResolutionSize.width / 2, displayResolutionSize.height / 2); this->backgroundLayer->addChild(backgroundFace); Face* chapterTitle = new Face(); chapterTitle->initWithSpriteFrameName(ANI_CHAPTER_TITLE); chapterTitle->setPosition(displayResolutionSize.width / 2, displayResolutionSize.height - chapterTitle->getContentSize().height / 2 - 20); this->mainLayer->addChild(chapterTitle); UGMenu* mainMenu = UGMenu::create(); mainMenu->setPosition(Point::ZERO); this->mainLayer->addChild(mainMenu); MenuItemSprite* backButton = Utils::createButton((char*) TXT_BACK, 16, ANI_BUTTON, ANI_BUTTON); backButton->setCallback(CC_CALLBACK_1(ChapterScene::backButtonClick, this)); backButton->setPosition(gameModel->getDisplayResolutionSize().width / 2, 20 + backButton->getContentSize().height / 2); mainMenu->addChild(backButton); this->nodes->setObject(backButton, NODE_BUTTON_BACK); // create chapters this->chapterLayer = UGLayerColor::create(); float totalChapterSize = gameModel->getMapData()->getLevelSize(); float distancePerChapter = CONF_DISTANCE_PER_CHAPTER; float totalChapterWidth = (totalChapterSize - 1) * distancePerChapter; Face* chapterTemp = new Face(); chapterTemp->initWithSpriteFrameName(ANI_BOX_CHAPTER); this->chapterTempSize = chapterTemp->getContentSize(); this->chapterLayer->setContentSize(Size(totalChapterWidth + this->chapterTempSize.width, displayResolutionSize.height / 2)); this->chapterLayer->setPosition(displayResolutionSize.width / 2 - this->chapterTempSize.width / 2, displayResolutionSize.height / 2 - this->chapterLayer->getContentSize().height / 2); this->chapterLayerOffset = this->chapterLayer->getPosition(); this->mainLayer->addChild(this->chapterLayer); float posX = this->chapterTempSize.width / 2; float posY = this->chapterLayer->getContentSize().height / 2; for (int i = 0; i < totalChapterSize; i++) { Face* levelBox = new Face(); if (!gameModel->checkLevelLock(i + 1)) { levelBox->initWithSpriteFrameName(ANI_BOX_CHAPTER); levelBox->setTag(i + 1); { int chapter = gameModel->getMapData()->getChapter(i + 1); int chapterLevel = gameModel->getMapData()->getChapterLevel(i + 1); char mapPath[200]; sprintf(mapPath, DOC_BG_MAP, chapter, chapterLevel); SpriteFrameCache* sfc = SpriteFrameCache::getInstance(); sfc->addSpriteFramesWithFile(mapPath); char bg1Path[200]; sprintf(bg1Path, ANI_MAP, chapter, chapterLevel, 1); Face* chapterThumb = new Face(); chapterThumb->initWithSpriteFrameName(bg1Path); chapterThumb->setPosition(levelBox->getContentSize().width / 2, levelBox->getContentSize().height / 2 - 10); chapterThumb->setTextureRect(Rect(0, 0, 160, 115)); levelBox->addChild(chapterThumb); string levelName = gameModel->getMapData()->getLevelName(i + 1); char levelNameChar[200]; sprintf(levelNameChar, "%s", levelName.data()); Label* levelNameLabel = Label::createWithBMFont(FONT_GAME_SMALL, levelNameChar); levelNameLabel->setPosition(chapterThumb->getPosition() + Point(0, chapterThumb->getContentSize().height / 2 + 12)); levelBox->addChild(levelNameLabel); } } else { levelBox->setTag(-1); levelBox->initWithSpriteFrameName(ANI_BOX_CHAPTER_LOCK); } levelBox->setPosition(posX, posY); posX = posX + distancePerChapter; this->chapterLayer->addChild(levelBox); } // add parent button for share layer this->shareLayer->getParentButtons()->pushBack((MenuItemSprite*) this->nodes->objectForKey(NODE_BUTTON_BACK)); }