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authorStarla Insigna <starla4444@gmail.com>2013-01-02 23:08:46 -0500
committerStarla Insigna <starla4444@gmail.com>2013-01-02 23:08:46 -0500
commit28497668761472e085d0c9955aa8077d11bf353c (patch)
tree48676176c8f2de27f4959d05f209f2f98da3979b /Classes/GameModeSelectionLayer.m
parent6e96fb2144718722208d22f892716b55548135e1 (diff)
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Removed locked game modes from selection screen
Also removed cluttering attributes "unlockCondition" and "starsToUnlock" from GameModeInfo because they're really not that generalized (and unlockCondition doesn't really make sense if locked game modes are invisible anyway). starsToUnlock can be replaced by simply putting if statements in to GameModeManager's setStars: and then unlocking modes based off that.

Completing the tutorial also now unlocks both Collect AND Jump. The idea is that we should make more than just Collect available at the start, and have only a few super hidden game modes that are unlockable; hence locked game modes being invisible.
Diffstat (limited to 'Classes/GameModeSelectionLayer.m')
-rw-r--r--Classes/GameModeSelectionLayer.m7
1 files changed, 5 insertions, 2 deletions
diff --git a/Classes/GameModeSelectionLayer.m b/Classes/GameModeSelectionLayer.m index e5a83f1..4e51357 100644 --- a/Classes/GameModeSelectionLayer.m +++ b/Classes/GameModeSelectionLayer.m
@@ -45,8 +45,11 @@
45 45
46 for (GameModeInfo* info in [[GameModeManager sharedInstance] gameModes]) 46 for (GameModeInfo* info in [[GameModeManager sharedInstance] gameModes])
47 { 47 {
48 GameModeSelection* selection = [GameModeSelection selectionWithGameModeInfo:info]; 48 if (info.unlocked)
49 [gameModes addObject:selection]; 49 {
50 GameModeSelection* selection = [GameModeSelection selectionWithGameModeInfo:info];
51 [gameModes addObject:selection];
52 }
50 } 53 }
51 54
52 CCMenu* menu = [CCMenu menuWithItems:nil]; 55 CCMenu* menu = [CCMenu menuWithItems:nil];