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Copy pathModuleTitle.cpp
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82 lines (63 loc) · 1.57 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleRender.h"
#include "ModuleTitle.h"
#include "ModuleInput.h"
#include "ModuleTextures.h"
#include "ModuleAudio.h"
#include "ModuleFonts.h"
#include "ModulePhysics.h"
#include "ModuleFadeToBlack.h"
#include "ModuleScene.h"
ModuleTitle::ModuleTitle(Application* app, bool start_enabled) : Module(app, start_enabled)
{
// Initialise all the internal class variables, at least to NULL pointer
logo = NULL;
}
ModuleTitle::~ModuleTitle()
{
// You should do some memory cleaning here, if required
}
bool ModuleTitle::Start()
{
LOG("Loading Title assets");
bool ret = true;
timer = 140;
// Set camera position
App->renderer->camera.x = App->renderer->camera.y = 0;
// Load textures
logo = App->textures->Load("pinball/logo.png");
//Load sound
sfx_saberON_1 = App->audio->LoadFx("pinball/Audio/saberON_1.wav");
sfx_saberON_2 = App->audio->LoadFx("pinball/Audio/saberON_2.wav");
Mix_Volume(-1, 32);
//Logo sound
srand(time(NULL));
int randomInt = rand() % 2;
if (randomInt == 0)
App->audio->PlayFx(sfx_saberON_1);
else
App->audio->PlayFx(sfx_saberON_2);
return ret;
}
bool ModuleTitle::CleanUp()
{
LOG("Unloading Title scene");
App->textures->Unload(logo);
return true;
}
update_status ModuleTitle::Update()
{
App->renderer->Blit(logo, 0, 0);
// Keep playing
return UPDATE_CONTINUE;
}
update_status ModuleTitle::PostUpdate()
{
if (timer == 0 || App->input->GetKey(SDL_SCANCODE_SPACE) == KEY_DOWN)
{
App->fade->FadeBlack(this,(Module*)App->scene_intro, 90);
}
timer--;
return UPDATE_CONTINUE;
}