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ModuleTitleScreen.cpp
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88 lines (73 loc) · 3.18 KB
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#include "ModuleTitleScreen.h"
#include "Game.h"
#include "ModuleWindow.h"
#include "ModuleTextures.h"
#include "ModuleRender.h"
#include "ModuleAudio.h"
#include "ModuleInput.h"
#include "ModulePlayer.h"
#include "ModuleTransition.h"
#include "ModuleLevelOne.h"
#include "ModuleWinScreen.h"
#include "SDL/include/SDL_scancode.h"
ModuleTitleScreen::ModuleTitleScreen(bool startEnabled) : Module(startEnabled) {
for (int i = 0; i != 2; ++i) {
for (int j = 0; j != 32; ++j) { titleScreenAnimation.PushBack({ j * 450,i * 338,450,338 }); }
}
titleScreenAnimation.SetLoop(false);
titleScreenAnimation.SetSpeed(0.5f);
}
ModuleTitleScreen::~ModuleTitleScreen() {}
// Load assets
bool ModuleTitleScreen::Start() {
LOG("Loading background assets");
once = true;
counter = 0;
switchOn = true;
titleScreenAnimation.Reset();
game->GetModulePlayer()->SetPlayerLives(2);
game->GetModulePlayer()->SetScore(0);
game->GetModuleWinScreen()->SetCurrentLevel(0);
backgroundTexture = game->GetModuleTextures()->Load("Resources/Sprites/pangTitleCard.png");
insertCoinTexture = game->GetModuleTextures()->Load("Resources/Sprites/insertCoin.png");
game->GetModuleTextures()->GetTextureSize(insertCoinTexture, insertCoin_w, insertCoin_h);
titleScreenAnimationTexture = game->GetModuleTextures()->Load("Resources/Sprites/pangAnimationTitleScreen.png");
titleScreenAnimationSFX = game->GetModuleAudio()->LoadFx("Resources/SFX/titleScreenAnimationSound.wav");
creditSFX = game->GetModuleAudio()->LoadFx("Resources/SFX/credit.wav");
return true;
}
UPDATE_STATUS ModuleTitleScreen::Update() {
GamePad& pad = game->GetModuleInput()->GetGamePad(0);
++counter;
if (once) {
once = false;
game->GetModuleAudio()->PlayFx(titleScreenAnimationSFX);
}
if ((game->GetModuleInput()->GetKey(SDL_SCANCODE_SPACE) == KEY_STATE::KEY_DOWN || pad.start) && titleScreenAnimation.HasFinished()) {
game->GetModuleAudio()->PlayFx(creditSFX);
game->GetModuleTransition()->Transition(this, (Module*)game->GetModuleLevelOne(), 4);
}
if (counter == 30){
counter = 0;
switchOn = !switchOn;
}
titleScreenAnimation.Update();
return UPDATE_STATUS::UPDATE_CONTINUE;
}
// Update: draw background
UPDATE_STATUS ModuleTitleScreen::PostUpdate() {
// Draw everything --------------------------------------
SDL_Rect backgroundRect = { 0,0,SCREEN_WIDTH,SCREEN_HEIGHT };
if (titleScreenAnimation.HasFinished()) {
game->GetModuleRender()->Blit(backgroundTexture, 0, 0, false, nullptr, &backgroundRect);
if (switchOn) { game->GetModuleRender()->Blit(insertCoinTexture, ((SCREEN_WIDTH / 2) - (insertCoin_w / 2) - 5), game->GetModuleLevelOne()->GetBackgroundAdapter().h, false); }
}
else {game->GetModuleRender()->Blit(titleScreenAnimationTexture, 0, 0, false, &titleScreenAnimation.GetCurrentFrame(), &backgroundRect);}
return UPDATE_STATUS::UPDATE_CONTINUE;
}
bool ModuleTitleScreen::CleanUp() {
game->GetModuleTextures()->Unload(backgroundTexture);
game->GetModuleTextures()->Unload(titleScreenAnimationTexture);
game->GetModuleAudio()->UnloadFx(titleScreenAnimationSFX);
return true;
}