Index: nacltoons/src/ui_layer.cc |
diff --git a/nacltoons/src/gameplay_scene.cc b/nacltoons/src/ui_layer.cc |
similarity index 50% |
rename from nacltoons/src/gameplay_scene.cc |
rename to nacltoons/src/ui_layer.cc |
index 542968355c9e554d761f730ba688d6697928bd0b..a07e014a00dd1bd16a4bef881e1b0401f547274d 100644 |
--- a/nacltoons/src/gameplay_scene.cc |
+++ b/nacltoons/src/ui_layer.cc |
@@ -1,67 +1,16 @@ |
// Copyright (c) 2013 The Chromium Authors. All rights reserved. |
// Use of this source code is governed by a BSD-style license that can be |
// found in the LICENSE file. |
-#include "gameplay_scene.h" |
-#include "physics_layer.h" |
-/** |
- * Tags used by the GameplayScene to identify child elements. Actual values |
- * here are not important as long as they are unique within the scene. |
- */ |
-enum ObjectTags { |
- TAG_LAYER_PHYSICS = 100, |
- TAG_LAYER_UI = 101, |
- TAG_LAYER_OVERLAY = 102, |
-}; |
+#include "ui_layer.h" |
-USING_NS_CC; |
- |
-GameplayScene* GameplayScene::create(int level_number) |
-{ |
- GameplayScene* scene = new GameplayScene(level_number); |
- if (!scene) |
- return NULL; |
- scene->init(); |
- return scene; |
-} |
- |
-void GameplayScene::Restart() { |
- removeChild(getChildByTag(TAG_LAYER_PHYSICS)); |
- removeChild(getChildByTag(TAG_LAYER_OVERLAY)); |
- CCLayer* physics = PhysicsLayer::create(level_number_); |
- addChild(physics, 1, TAG_LAYER_PHYSICS); |
-} |
- |
-void GameplayScene::GameOver(bool success) { |
- CCSize visible_size = CCDirector::sharedDirector()->getVisibleSize(); |
- |
- // Create a black overlay layer with success/failure message |
- CCLayer* overlay = CCLayerColor::create(ccc4(0x0, 0x0, 0x0, 0x0)); |
- const char* text = success ? "Success!" : "Failure!"; |
- CCLabelTTF* label = CCLabelTTF::create(text, "Arial.ttf", 24); |
- label->setPosition(ccp(visible_size.width/2, visible_size.height/2)); |
- overlay->addChild(label); |
- addChild(overlay, 2, TAG_LAYER_OVERLAY); |
- |
- // Face the overlay layer into to 50% |
- CCActionInterval* fadein = CCFadeTo::create(0.5f, 0x7F); |
- overlay->runAction(fadein); |
-} |
- |
-bool GameplayScene::init() { |
- if (!CCScene::init()) |
- return false; |
- CCLayer* ui = UILayer::create(); |
- addChild(ui, 3, TAG_LAYER_UI); |
- |
- Restart(); |
- return true; |
-} |
+#include "game_manager.h" |
+#include "level_layer.h" |
void UILayer::Restart(CCObject* sender) { |
CCLog("Restart pressed"); |
- GameplayScene* scene = static_cast<GameplayScene*>(getParent()); |
- scene->Restart(); |
+ CCScene* scene = static_cast<CCScene*>(getParent()); |
+ GameManager::sharedManager()->Restart(scene); |
} |
void UILayer::Exit(CCObject* sender) { |
@@ -72,9 +21,9 @@ void UILayer::Exit(CCObject* sender) { |
#ifdef COCOS2D_DEBUG |
void UILayer::ToggleDebug(CCObject* sender) { |
CCLog("ToggleDebug pressed"); |
- GameplayScene* scene = static_cast<GameplayScene*>(getParent()); |
- CCNode* physics = scene->getChildByTag(TAG_LAYER_PHYSICS); |
- static_cast<PhysicsLayer*>(physics)->ToggleDebug(); |
+ CCScene* scene = static_cast<CCScene*>(getParent()); |
+ CCNode* layer = scene->getChildByTag(TAG_LAYER_LEVEL); |
+ static_cast<LevelLayer*>(layer)->ToggleDebug(); |
} |
#endif |