@@ -56,10 +56,18 @@ void MyLevelPage::updateDynamicPage(GJGameLevel* level) {
5656 switch (level->m_levelID ) {
5757 case -1 : {
5858 if (hasAch && Mod::get ()->getSettingValue <bool >(" shattered-code" ) && label) {
59- auto comingNeverNode = CCNode ::create ();
59+ auto comingNeverNode = CCMenu ::create ();
6060 comingNeverNode->setID (" coming-never-node" );
6161 comingNeverNode->setPosition (label->getPosition ());
6262
63+ auto bg = createLayerBG ();
64+ bg->setZOrder (-1 );
65+ bg->setColor ({ 0 , 0 , 0 });
66+ bg->setScaleX (winSize.width / bg->getContentSize ().width );
67+ bg->setScaleY (winSize.height / bg->getContentSize ().height );
68+ bg->setPosition (-comingNeverNode->getPosition ());
69+ comingNeverNode->addChild (bg);
70+
6371 auto comingText = CCLabelBMFont::create (" Coming" , " bigFont.fnt" );
6472 comingText->setPosition ({ -winSize.width * 0 .3f , 0 .f });
6573
@@ -71,7 +79,7 @@ void MyLevelPage::updateDynamicPage(GJGameLevel* level) {
7179 float scale1 = winSize.height / zigzag1->getContentSize ().height ;
7280 zigzag1->setScale (scale1);
7381 float zigzag1X = comingText->getPositionX () + (zigzag1->getContentSize ().width * scale1) / 2 .f ;
74- zigzag1->setPosition ({ zigzag1X + 40 .f , 0 .f });
82+ zigzag1->setPosition ({ zigzag1X + 60 .f , 0 .f });
7583
7684 auto zigzag2 = CCSprite::createWithSpriteFrameName (" GDS_zigzag.png" _spr);
7785 float scale2 = winSize.height / zigzag2->getContentSize ().height ;
@@ -80,6 +88,32 @@ void MyLevelPage::updateDynamicPage(GJGameLevel* level) {
8088 float zigzag2X = neverText->getPositionX () - (zigzag2->getContentSize ().width * scale2) / 2 .f ;
8189 zigzag2->setPosition ({ zigzag2X - 40 .f , 0 .f });
8290
91+ auto diffFace = CCSprite::createWithSpriteFrameName (" difficulty_00_btn_001.png" );
92+ diffFace->setPosition ({ 0 , 0 });
93+
94+ auto star = CCSprite::createWithSpriteFrameName (" star_small01_001.png" );
95+ star->setPosition ({ -5 .f , -30 .f });
96+
97+ auto starCount = CCCounterLabel::create (3 , " bigFont.fnt" , FormatterType::Integer);
98+ starCount->setScale (0.4 );
99+ starCount->setAnchorPoint ({ 0 .f , 0 .5f });
100+ starCount->setPosition ({ 2 .5f , -30 .f });
101+
102+ auto playBtn2Spr = CCSprite::createWithSpriteFrameName (" GJ_playBtn2_001.png" );
103+ auto playBtn = CCMenuItemSpriteExtra::create (
104+ playBtn2Spr,
105+ this ,
106+ menu_selector (LevelPage::onPlay)
107+ );
108+ playBtn->setTag (1 );
109+ playBtn->setPosition ({ 0 .f , -75 .f });
110+
111+ this ->addChild (playBtn);
112+
113+ comingNeverNode->addChild (diffFace);
114+ comingNeverNode->addChild (star);
115+ comingNeverNode->addChild (starCount);
116+ comingNeverNode->addChild (playBtn);
83117 comingNeverNode->addChild (comingText);
84118 comingNeverNode->addChild (neverText);
85119 comingNeverNode->addChild (zigzag1);
@@ -121,7 +155,7 @@ void MyLevelPage::updateDynamicPage(GJGameLevel* level) {
121155 }
122156 }
123157
124- m_isBusy = (level->m_levelID < 0 && level->m_levelID != -3 );
158+ m_isBusy = (level->m_levelID < 0 && ( level->m_levelID != -3 || level-> m_levelID != - 1 ) );
125159 });
126160}
127161
@@ -135,6 +169,11 @@ void MyLevelPage::onPlay(CCObject* sender) {
135169 if (m_level->m_levelID == -3 ) {
136170 onIslands (sender);
137171 return ;
172+ } else if (m_level->m_levelID == -1 ) {
173+ auto level = LevelTools::getLevel (m_level->m_levelID , false );
174+ auto scene = PlayLayer::scene (level, false , false );
175+ auto transition = CCTransitionFade::create (0 .5f , scene);
176+ CCDirector::sharedDirector ()->pushScene (transition);
138177 }
139178
140179 LevelPage::onPlay (sender);
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