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ModuleWinScreen.cpp
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226 lines (211 loc) · 8.55 KB
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#include "ModuleWinScreen.h"
#include "Game.h"
#include "ModuleWindow.h"
#include "ModuleTextures.h"
#include "ModuleRender.h"
#include "ModuleAudio.h"
#include "ModuleInput.h"
#include "ModuleLevelOne.h"
#include "ModuleTransition.h"
#include "ModulePlayer.h"
#include "ModuleFonts.h"
#include "SDL/include/SDL_scancode.h"
#include <stdio.h>
ModuleWinScreen::ModuleWinScreen(bool startEnabled) : Module(startEnabled) {
//SplashArt Pushbacks
for (int i = 0; i != 29; ++i) { splashArt1.PushBack({ i * 300,22,300,178 }); }
splashArt1.SetSpeed(0.5f);
splashArt1.SetLoop(true);
for (int j = 0; j != 4; ++j) {
for (int i = 0; i != 17; ++i) {
planeTransition.PushBack({ i * 600,j * 450,600,450 });
}
}
planeTransition.SetSpeed(0.5f);
planeTransition.SetLoop(false);
for (int i = 0; i != 4; ++i) { splashArt3.PushBack({ i * 600,0,600,450 }); }
splashArt3.SetSpeed(0.3f);
splashArt3.SetLoop(true);
for (int j = 0; j != 4; ++j) {
for (int i = 0; i != 17; ++i) {
planeTransition2.PushBack({ i * 800,j * 600,800,600 });
}
}
planeTransition2.PushBack({ 0,2400,800,600 });
planeTransition2.SetSpeed(0.5f);
planeTransition2.SetLoop(false);
}
ModuleWinScreen::~ModuleWinScreen() {}
// Load assets
bool ModuleWinScreen::Start() {
LOG("Loading background assets");
counter = 0;
bonusScore = game->GetModulePlayer()->GetTimer() * 100;
splashArt1.Reset();
planeTransition.Reset();
planeTransition2.Reset();
switch (currentLevel) {
case 1: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/FirstStageSplashArt.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/levelComplete.ogg");
break;
}
case 2: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/SecondStageSplashArt.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/levelComplete.ogg");
break;
}
case 3: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/PlaneTransition1.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/plane.ogg");
break;
}
case 4: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/ThirdStageSplashArt.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/levelComplete.ogg");
break;
}
case 5: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/FourthStageSplashArt.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/levelComplete.ogg");
break;
}
case 6: {
splashArtTexture = game->GetModuleTextures()->Load("Resources/Sprites/Splasharts/PlaneTransition2.png");
game->GetModuleAudio()->PlayMusicOnce("Resources/BGM/plane.ogg");
break;
}
default: {
break;
}
}
normalFont2 = game->GetModuleFonts()->Load("Resources/Sprites/Font.png", "a ',.0123456789:bcdefghijklmnopqrstuvwxyz-", 6);
return true;
}
UPDATE_STATUS ModuleWinScreen::Update() {
splashArt1.Update();
planeTransition.Update();
splashArt3.Update();
planeTransition2.Update();
switch (currentLevel) {
case 1: {
game->GetModuleAudio()->ChangeModuleAtEnd("Resources/BGM/noMusic.ogg", (Module*)game->GetModuleLevelTwo());
break;
}
case 2: {
game->GetModuleAudio()->ChangeModuleAtEnd("Resources/BGM/noMusic.ogg", (Module*)game->GetModuleLevelThree());
break;
}
case 3: {
if (planeTransition.HasFinished()) {
game->GetModuleTransition()->Transition(this, (Module*)game->GetModuleLevelFour(),4);
}
break;
}
case 4: {
game->GetModuleAudio()->ChangeModuleAtEnd("Resources/BGM/noMusic.ogg", (Module*)game->GetModuleLevelFive());
break;
}
case 5: {
game->GetModuleAudio()->ChangeModuleAtEnd("Resources/BGM/noMusic.ogg", (Module*)game->GetModuleLevelSix());
break;
}
case 6: {
if (planeTransition.HasFinished()) {
game->GetModuleTransition()->Transition(this, (Module*)game->GetModuleTitleScreen(), 4);
}
break;
}
default: {
break;
}
}
return UPDATE_STATUS::UPDATE_CONTINUE;
}
// Update: draw background
UPDATE_STATUS ModuleWinScreen::PostUpdate() {
// Draw everything --------------------------------------
++counter;
SDL_Rect backgroundRect = { 0,0,SCREEN_WIDTH,SCREEN_HEIGHT };
switch (currentLevel) {
case 1: {
SDL_Rect splashArtAdapter = { (game->GetModuleLevelOne()->GetBackgroundAdapter().w / 2) - 100,(game->GetModuleLevelOne()->GetBackgroundAdapter().y) + (TILE_SIZE * 4),200,95 };
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &splashArt1.GetCurrentFrame(), &splashArtAdapter);
if (counter >= 1) {
sprintf_s(stage, 10, "1stage");
game->GetModuleFonts()->BlitText(174, 142, normalFont2, stage);
sprintf_s(timeBonus, 25, "time bonus %5d pts.", bonusScore);
game->GetModuleFonts()->BlitText(102, 166, normalFont2, timeBonus);
}
if (counter >= 51) {
sprintf_s(nextExtend, 25, "next extend %5d pts.", nextExtendNumber);
game->GetModuleFonts()->BlitText(102, 182, normalFont2, nextExtend);
}
break;
}
case 2: {
SDL_Rect splashArtAdapter = { (game->GetModuleLevelOne()->GetBackgroundAdapter().w / 2) - 100,(game->GetModuleLevelOne()->GetBackgroundAdapter().y) + (TILE_SIZE * 4),200,95 };
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &staticSplashArt, &splashArtAdapter);
if (counter >= 1) {
sprintf_s(stage, 10, "2stage");
game->GetModuleFonts()->BlitText(174, 142, normalFont2, stage);
sprintf_s(timeBonus, 25, "time bonus %5d pts.", bonusScore);
game->GetModuleFonts()->BlitText(102, 166, normalFont2, timeBonus);
}
if (counter >= 51) {
sprintf_s(nextExtend, 25, "next extend %5d pts.", nextExtendNumber);
game->GetModuleFonts()->BlitText(102, 182, normalFont2, nextExtend);
}
break;
}
case 3: {
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &planeTransition.GetCurrentFrame(), &backgroundRect);
break;
}
case 4: {
SDL_Rect splashArtAdapter = { (game->GetModuleLevelOne()->GetBackgroundAdapter().w / 2) - 100,(game->GetModuleLevelOne()->GetBackgroundAdapter().y) + (TILE_SIZE * 4),200,95 };
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &splashArt3.GetCurrentFrame(), &splashArtAdapter);
if (counter >= 1) {
sprintf_s(stage, 10, "4stage");
game->GetModuleFonts()->BlitText(174, 142, normalFont2, stage);
sprintf_s(timeBonus, 25, "time bonus %5d pts.", bonusScore);
game->GetModuleFonts()->BlitText(102, 166, normalFont2, timeBonus);
}
if (counter >= 51) {
sprintf_s(nextExtend, 25, "next extend %5d pts.", nextExtendNumber);
game->GetModuleFonts()->BlitText(102, 182, normalFont2, nextExtend);
}
break;
}
case 5: {
SDL_Rect splashArtAdapter = { (game->GetModuleLevelOne()->GetBackgroundAdapter().w / 2) - 100,(game->GetModuleLevelOne()->GetBackgroundAdapter().y) + (TILE_SIZE * 4),200,95 };
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &staticSplashArt, &splashArtAdapter);
if (counter >= 1) {
sprintf_s(stage, 10, "5stage");
game->GetModuleFonts()->BlitText(174, 142, normalFont2, stage);
sprintf_s(timeBonus, 25, "time bonus %5d pts.", bonusScore);
game->GetModuleFonts()->BlitText(102, 166, normalFont2, timeBonus);
}
if (counter >= 51) {
sprintf_s(nextExtend, 25, "next extend %5d pts.", nextExtendNumber);
game->GetModuleFonts()->BlitText(102, 182, normalFont2, nextExtend);
}
break;
}
case 6: {
game->GetModuleRender()->Blit(splashArtTexture, 0, 0, false, &planeTransition2.GetCurrentFrame(), &backgroundRect);
break;
}
default: {
break;
}
}
return UPDATE_STATUS::UPDATE_CONTINUE;
}
bool ModuleWinScreen::CleanUp() {
game->GetModuleTextures()->Unload(splashArtTexture);
game->GetModuleFonts()->Unload(normalFont2);
return true;
}
int ModuleWinScreen::GetCurrentLevel() const { return currentLevel; };
void ModuleWinScreen::SetCurrentLevel(int _currentLevel) { currentLevel = _currentLevel; };