am having game with 10 levels. i want to change the second level lock image to unlock when first level is completed.
am using 20 images ( 10 locked and 10 unlocked).
am using cc menus to display the number images. for example(code):-
CCMenuItemImage *startButton12 = [CCMenuItemImage itemFromNormalImage:@"ten_new-lock.png"
selectedImage:@"ten_new-lock.png" target:self
selector:@selector(ten:)];
menu1 = [CCMenu menuWithItems: startButton3,startButton4,startButton5,startButton6,startButton7,startButton8,startButton9,startButton10,startButton11,startButton12, nil];
menu1.position = ccp(240,30);
[menu1 alignItemsHorizontally];
[menuLayer1 addChild: menu1];
am using below code for remember the level completed.
int lastLevelCompleted= [[NSUserDefaults standardUserDefaults] integerForKey:@"levelCompleted"];
if(currentLevel >lastLevelCompleted){
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setInteger:currentLevel forKey:@"levelCompleted"];
**now, how to change the lock to unlock images.
( if am doing here wrong)there is other way to solve means provide that. i have to implement that one.**
You could set a disabledImage
when you create each CCMenuItemImage
:
// create items by delclaring also a "disabled" image
CCMenuItemImage *menuItem = [CCMenuItemImage itemFromNormalImage:normalImage
selectedImage:selectedImage
disabledImage:disabledImage
target:self
selector:@selector(callbackMethod)];
Then just switch the state of the button as requested:
// then just use setIsEnabled to switch the state
[menuItem setIsEnabled:NO];
Cocos swaps the images for you.
I have the same idea in one of my games. I solved it with separate lock and done icons that I have positioned on top of each menu item that represents a level.
Just create your menu items normally. Don't try to represent locked or done states with the menu item's icon. Instead create a smaller locked and done icons that you will instantiate as sprites and position on top of each menu item.
Here is the relevant part of my menu layer's init method (I'm using a sprite atlas to store all my images):
// I save the state of each level as a character in a NSMutableString:
self.completedState = 0x0043; // "C" (Completed)
self.openState = 0x004f; // "O"
self.lockedState = 0x004c; // "L"
self.dungeonAvailabilityState = @"COLLLLLLLLLLLLLLLL"; // in reality I get this string from a global object
// calc the position for the dungeon icon at row, column
x = (column*56)+148;
y = 244-(row*56);
// get the dungeon state
stateIndex = (row*columns)+column;
dungeonState = [self.dungeonAvailabilityState characterAtIndex:stateIndex];
// calc the position of the badges using offset from the menu item's icon
lockedX = x - DungeonsScreen_BadgeXoffset;
lockedY = y - DungeonsScreen_BadgeYoffset;
doneX = x - DungeonsScreen_BadgeXoffset;
doneY = y + DungeonsScreen_BadgeYoffset;
if (dungeonState == self.lockedState) {
// add the lock icon
[super badgeIconFromFrame:@"icon_lock.png" xPos:lockedX yPos:lockedY spriteTag:t++];
}
and my helper method badgeIconFromFrame looks like this:
- (void) badgeIconFromFrame:(NSString*)spriteName xPos:(float)x yPos:(float)y spriteTag:(int)t {
CCLOG(@"%@: %@", NSStringFromSelector(_cmd), self);
CCSprite* badgeSprite = [CCSprite spriteWithSpriteFrameName:spriteName];
badgeSprite.position = CGPointMake(x, y);
[self addChild:badgeSprite z:zIndexDecoration tag:t];
}
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