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State_LoadingLevel.cpp
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100 lines (87 loc) · 2.32 KB
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#include "precomp.h"
#include "game.h"
#include "State_LoadingLevel.h"
#include "State_InGame.h"
#include "State_MainMenu.h"
void State_LoadingLevel::Init() {
}
void State_LoadingLevel::Enter() {
if (m_game->m_isGameOver) {
m_game->m_audio.RequestMusic(AudioManager::Music::GameOver);
}
else {
if (m_game->GetLevel()->m_data->m_isBonus) {
m_game->m_audio.RequestMusic(AudioManager::Music::BonusStageTransitionStart);
}
else {
m_game->m_audio.RequestMusic(AudioManager::Music::NormalStageTransitionStart);
}
}
if (m_game->m_previousState == m_game->m_inGameState) {
m_timer.reset();
return;
}
m_game->screen->Clear(COLOR);
m_timer.reset();
DisplayStage();
}
void State_LoadingLevel::Update(float deltaTime) {
if (m_game->m_isGameOver) {
GameOver(deltaTime);
}
else if (m_game->m_previousState == m_game->m_inGameState) {
ReloadCurrentLevel(deltaTime);
}
else {
LoadNewLevel();
}
}
void State_LoadingLevel::Exit() {
m_isShown = false;
}
void State_LoadingLevel::LoadNewLevel() {
if (m_timer.elapsed() >= DURATION) {
m_game->SetState(m_game->m_inGameState);
}
}
void State_LoadingLevel::ReloadCurrentLevel(float deltaTime) {
if (m_timer.elapsed() < DELAY) {
m_game->m_inGameState->Clear();
m_game->m_inGameState->Render(deltaTime);
}
else if (!m_isShown) {
m_isShown = true;
m_game->screen->Clear(COLOR);
DisplayStage();
}
if (m_timer.elapsed() >= DURATION + DELAY) {
m_game->SetState(m_game->m_inGameState);
}
}
void State_LoadingLevel::GameOver(float deltaTime) {
if (m_timer.elapsed() < DELAY) {
m_game->m_inGameState->Clear();
m_game->m_inGameState->Render(deltaTime);
}
else if (!m_isShown) {
m_isShown = true;
m_game->screen->Clear(COLOR);
DisplayGameover();
}
if (m_timer.elapsed() >= GAMEOVER_DURATION + DELAY || Input::IsKeyDown(KeyCode::Enter)) {
m_game->SetState(m_game->m_mainMenuState);
}
}
void State_LoadingLevel::DisplayStage() {
if (m_game->GetCurrentLevelData().m_isBonus) {
m_game->screen->WriteCentered(int2(0,0), "Bonus stage", true, 0, &m_game->m_font);
}
else {
char text[9];
sprintf(text, "Stage %d", m_game->GetCurrentLevelData().m_number);
m_game->screen->WriteCentered(int2(0, 0), text, true, 0, &m_game->m_font);
}
}
void State_LoadingLevel::DisplayGameover() {
m_game->screen->WriteCentered(int2(0, 0), "Game over", true, 0, &m_game->m_font);
}