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IntroState.cpp
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#include "IntroState.h"
// Initialize mIntroState as Static Variable
IntroState IntroState::mIntroState;
IntroState::IntroState()
{
mLineSpacing = 10.0f;
mInitPosX = 150.0f;
mInitPosY = 150.0f;
}
IntroState::~IntroState()
{
}
void IntroState::Init( MainGame *Game )
{
if( !mBgImg.LoadFromFile("data\\gfx\\intro.jpg"));
{
// error
}
mBgImg.SetSmooth(false);
mBgSprite.SetImage(mBgImg);
mMenu.loadFont("data\\fonts\\visitor2.ttf");
mMenu.loadFontSize(13.0f);
mMenu.setMenuColor(255, 255, 255);
mMenu.setMenuColorSelected(66, 235, 14);
mMenu.addString("One Player");
mMenu.addString("Two Players");
mMenu.addString("Quit");
for( int i = 0; i < mMenu.getMenuSize(); i++ )
{
mMenu.setPosition(i, mInitPosX, mInitPosY );
mInitPosY += mLineSpacing;
}
}
void IntroState::Cleanup()
{
mMenu.cleanMenu();
}
void IntroState::Pause()
{
}
void IntroState::Resume()
{
}
void IntroState::OnEvent(MainGame *Game, sf::Event Event)
{
switch(Event.Type)
{
case sf::Event::Closed:
Game->Quit();
break;
case sf::Event::KeyPressed:
switch(Event.Key.Code)
{
case sf::Key::Escape:
mMenu.goLast();
break;
case sf::Key::Up:
mMenu.goUp();
break;
case sf::Key::Down:
mMenu.goDown();
break;
case sf::Key::Return:
switch( mMenu.getSelectedItem() )
{
case 0:
// playState
Game->PushState( PlayStateVsAI::Instance() );
break;
case 1:
Game->PushState( PlayState::Instance() );
break;
case 2:
// quit
Game->Quit();
break;
default: break;
}
break;
default: break;
}
break;
default: break;
}
}
void IntroState::OnUpdate(MainGame *Game)
{
}
void IntroState::Draw(MainGame *Game)
{
Game->mAppWindow.Clear();
Game->mAppWindow.Draw(mBgSprite);
for( int i = 0 ; i < mMenu.getMenuSize(); i++ )
{
if( i == mMenu.getSelectedItem() )
mMenu.isSelected(i);
else
mMenu.isNotSelected(i);
Game->mAppWindow.Draw( mMenu.draw(i) );
}
Game->mAppWindow.Display();
}
IntroState *IntroState::Instance()
{
return &mIntroState;
}