Chromium Code Reviews| 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"); |
|
noelallen1
2013/03/09 01:20:37
Why does the UILayer have a restart?
Sam Clegg
2013/03/09 01:35:13
It main sense because it contains the UI menu with
|
| - 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) { |
|
noelallen1
2013/03/09 01:20:37
Is the LAYER LEVEL a child of the UILayer? I thou
Sam Clegg
2013/03/09 01:35:13
No they are siblings. This code access a sibling
|
| 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 |