| 61 | } |
| 62 | |
| 63 | bool LevelSelectLayer::init(int page) |
| 64 | { |
| 65 | |
| 66 | if(!Layer::init()) return false; |
| 67 | |
| 68 | auto director = Director::getInstance(); |
| 69 | const auto& winSize = director->getWinSize(); |
| 70 | |
| 71 | _background = Sprite::create("GJ_gradientBG.png"); |
| 72 | _background->setAnchorPoint({0.0f, 0.0f}); |
| 73 | addChild(_background, -2); |
| 74 | |
| 75 | _background->setScaleX((winSize.width + 10.0f) / _background->getTextureRect().size.width); |
| 76 | _background->setScaleY((winSize.height + 10.0f) / _background->getTextureRect().size.height); |
| 77 | _background->setPosition({-5.0f, -5.0f}); |
| 78 | _background->setColor({0x28, 0x7D, 0xFF}); |
| 79 | _ground = GroundLayer::create(1); |
| 80 | _ground->setPositionY(-25.f); |
| 81 | addChild(_ground, -1); |
| 82 | |
| 83 | GameToolbox::createCorners(this, false, false, true, true); |
| 84 | |
| 85 | constexpr auto levelData = std::to_array<std::tuple<const char*, const char*, int>>({ |
| 86 | { "Stereo Madness", "RobTop", 1 }, |
| 87 | { "Back on Track", "RobTop", 2 }, |
| 88 | { "Polargeist", "RobTop", 3 }, |
| 89 | { "Dry Out", "RobTop", 4 }, |
| 90 | { "Base After Base", "RobTop", 5 }, |
| 91 | { "Cant Let Go", "RobTop", 6 }, |
| 92 | { "Jumper", "RobTop", 7 }, |
| 93 | { "Time Machine", "RobTop", 8 }, |
| 94 | { "Cycles", "RobTop", 9 }, |
| 95 | { "xStep", "RobTop", 10 }, |
| 96 | { "Clutterfunk", "RobTop", 11 }, |
| 97 | { "Theory Of Everything", "RobTop", 12 }, |
| 98 | { "Electroman Adventures", "RobTop", 13 }, |
| 99 | { "Clubstep", "RobTop", 14 }, |
| 100 | { "Electrodynamix", "RobTop", 15 }, |
| 101 | { "Hexagon Force", "RobTop", 16 }, |
| 102 | { "Blast Processing", "RobTop", 17 }, |
| 103 | { "Theory Of Everything 2", "RobTop", 18 }, |
| 104 | { "Geometrical Dominator", "RobTop", 19 }, |
| 105 | { "Deadlocked", "RobTop", 20 }, |
| 106 | { "Fingerdash", "RobTop", 21 }, |
| 107 | { "Performance Test", "OpenGD", 22 } |
| 108 | }); |
| 109 | |
| 110 | //TODO: add getters on level page because they are actually owning the stuff |
| 111 | |
| 112 | std::vector<Layer*> layers; |
| 113 | layers.reserve(levelData.size()); |
| 114 | |
| 115 | for (const auto& [name, creator, id] : levelData) |
| 116 | { |
| 117 | auto level = GJGameLevel::createWithMinimumData(name, creator, id); |
| 118 | layers.push_back(LevelPage::create(level)); |
| 119 | } |
| 120 | _levelPages = layers; |
no test coverage detected