chugging away at 3.0
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@@ -18,38 +18,48 @@
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#include "AnnouncerManager.h"
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#include "ScreenManager.h"
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#include "ScreenTitleMenu.h"
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#include "AnnouncerManager.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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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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{
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m_psprGameOver = new Sprite;
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m_psprGameOver->Load( THEME->GetPathTo(GRAPHIC_GAME_OVER) );
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m_psprGameOver->SetXY( CENTER_X, CENTER_Y );
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this->AddActor( m_psprGameOver );
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m_sprGameOver.Load( THEME->GetPathTo(GRAPHIC_GAME_OVER) );
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m_sprGameOver.SetXY( CENTER_X, CENTER_Y );
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this->AddActor( &m_sprGameOver );
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m_pWipe = new TransitionFadeWipe;
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m_pWipe->OpenWipingRight();
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// tween game over
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m_sprGameOver.SetAddColor( D3DXCOLOR(1,1,1,0) );
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m_sprGameOver.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
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m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to white
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m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,1) );
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m_sprGameOver.BeginTweeningQueued( 0.01f ); // turn color on
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m_sprGameOver.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to color
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m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
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this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
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this->SendScreenMessage( SM_StartFadingOut, 5 );
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}
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ScreenGameOver::~ScreenGameOver()
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{
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delete m_psprGameOver;
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delete m_pWipe;
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}
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void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_PlayAnnouncer:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_GAME_OVER) );
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break;
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case SM_StartFadingOut:
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m_psprGameOver->BeginTweening( 0.8f );
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m_psprGameOver->SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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m_sprGameOver.BeginTweening( 0.8f );
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m_sprGameOver.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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this->SendScreenMessage( SM_GoToNextState, 0.8f );
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break;
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case SM_GoToNextState:
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@@ -58,3 +68,8 @@ void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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void ScreenGameOver::MenuStart( PlayerNumber p )
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{
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this->ClearMessageQueue();
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this->SendScreenMessage( SM_StartFadingOut, 0 );
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}
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