| 60 | } |
| 61 | |
| 62 | bool RewardUnlockLayer::init(int chestID) |
| 63 | { |
| 64 | if (!PopupLayer::init()) return false; |
| 65 | const auto& winSize = Director::getInstance()->getWinSize(); |
| 66 | |
| 67 | auto bg = ui::Scale9Sprite::create(GameToolbox::getTextureString("GJ_square02.png")); |
| 68 | bg->setContentSize({ 340.0, 220.0 }); |
| 69 | bg->setPosition(winSize / 2); |
| 70 | bg->setOpacity(0); |
| 71 | bg->runAction(FadeIn::create(0.2)); |
| 72 | this->_mainLayer->addChild(bg); |
| 73 | |
| 74 | for (int i = 0; i < 4; i++) |
| 75 | { |
| 76 | auto rewardsCorners = Sprite::createWithSpriteFrameName("rewardCorner_001.png"); |
| 77 | this->_mainLayer->addChild(rewardsCorners); |
| 78 | |
| 79 | float xPosition = 145.0f; |
| 80 | float yPosition = 85.0f; |
| 81 | switch (i) |
| 82 | { |
| 83 | case 0: |
| 84 | yPosition = -85.0f; |
| 85 | xPosition = -145.0f; |
| 86 | break; |
| 87 | case 1: |
| 88 | xPosition = -145.0f; |
| 89 | rewardsCorners->setFlippedY(true); |
| 90 | break; |
| 91 | case 2: |
| 92 | rewardsCorners->setFlippedX(true); |
| 93 | rewardsCorners->setFlippedY(true); |
| 94 | break; |
| 95 | case 3: |
| 96 | yPosition = -85.0; |
| 97 | rewardsCorners->setFlippedX(true); |
| 98 | break; |
| 99 | default: |
| 100 | yPosition = 85.0; |
| 101 | } |
| 102 | rewardsCorners->setOpacity(0); |
| 103 | rewardsCorners->runAction(FadeIn::create(0.2)); |
| 104 | rewardsCorners->setPosition(winSize.width / 2 + xPosition, winSize.height / 2 + yPosition); |
| 105 | } |
| 106 | |
| 107 | float offset; |
| 108 | |
| 109 | if (chestID == 1) |
| 110 | { |
| 111 | offset = 0.8f; |
| 112 | } |
| 113 | else |
| 114 | { |
| 115 | offset = 1.0f; |
| 116 | } |
| 117 | |
| 118 | Vec2 position = {winSize.width / 2, winSize.height / 2 - 20.0f}; |
| 119 |
no test coverage detected