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00010 #import "StingLayer.h"
00011
00012 @interface StingLayer()
00013
00014 -(void)displayLogo;
00015 -(void)loadMainMenu;
00016
00017 @end
00018
00019 @implementation StingLayer
00020
00021 #pragma mark -
00022 #pragma mark Initialisation
00023
00028 -(id)init
00029 {
00030 self = [super init];
00031
00032 if (self != nil)
00033 {
00034 CGSize winSize = [CCDirector sharedDirector].winSize;
00035
00036
00037 CCSprite *background = [CCSprite spriteWithFile:kFilenameDefBG];
00038 [background setPosition:ccp(winSize.width/2, winSize.height/2)];
00039 [self addChild:background z:0];
00040
00041 [self displayLogo];
00042 }
00043
00044 return self;
00045 }
00046
00050 - (void)displayLogo
00051 {
00052 CGSize winSize = [CCDirector sharedDirector].winSize;
00053
00054 CCSprite *splashImage = [CCSprite spriteWithFile:kFilenameSplash];
00055 splashImage.opacity = 0.0f;
00056 [splashImage setPosition:ccp(winSize.width/2, winSize.height/2)];
00057 [self addChild:splashImage z:1];
00058
00059
00060 id fadeIn = [CCFadeIn actionWithDuration:0.5f];
00061 id delay = [CCDelayTime actionWithDuration:2.0f];
00062 id fadeOut = [CCFadeOut actionWithDuration:0.75f];
00063 id loadMenu = [CCCallFunc actionWithTarget:self selector:@selector(loadMainMenu)];
00064 id logoSequence = [CCSequence actions:fadeIn, delay, fadeOut, loadMenu, nil];
00065 [splashImage runAction:logoSequence];
00066 }
00067
00071 -(void)loadMainMenu
00072 {
00073 [[GameManager sharedGameManager] runSceneWithID:kMainMenuScene];
00074 }
00075
00076 @end