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itgmania212121/stepmania/src/ScreenGameOver.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenGameOver
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenGameOver.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "TransitionFadeWipe.h"
#include "Sprite.h"
#include "AnnouncerManager.h"
#include "ScreenManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3);
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ScreenGameOver::ScreenGameOver()
{
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m_bClosing = false;
m_sprGameOver.Load( THEME->GetPathTo("Graphics","game over") );
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m_sprGameOver.SetXY( CENTER_X, CENTER_Y );
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this->AddSubActor( &m_sprGameOver );
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// tween game over
m_sprGameOver.SetGlowColor( D3DXCOLOR(1,1,1,0) );
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m_sprGameOver.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to white
m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,1) );
m_sprGameOver.BeginTweeningQueued( 0.01f ); // turn color on
m_sprGameOver.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to color
m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
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// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
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GAMESTATE->m_iCurrentStageIndex = 0;
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this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
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this->SendScreenMessage( SM_StartFadingOut, 5 );
}
void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
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case SM_PlayAnnouncer:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_GAME_OVER) );
break;
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case SM_StartFadingOut:
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m_bClosing = true;
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m_sprGameOver.BeginTweening( 0.8f );
m_sprGameOver.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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this->SendScreenMessage( SM_GoToNextState, 0.8f );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
}
}
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void ScreenGameOver::MenuStart( PlayerNumber p )
{
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if( m_bClosing )
return;
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this->ClearMessageQueue();
this->SendScreenMessage( SM_StartFadingOut, 0 );
}