#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenGameOver Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenGameOver.h" #include "ScreenManager.h" #include "AnnouncerManager.h" #include "GameState.h" #include "RageSounds.h" #include "ThemeManager.h" const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1); const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3); #define NEXT_SCREEN THEME->GetMetric("ScreenGameOver","NextScreen") ScreenGameOver::ScreenGameOver() : Screen("ScreenGameOver") { GAMESTATE->Reset(); m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenGameOver background") ); this->AddChild( &m_Background ); m_In.Load( THEME->GetPathToB("ScreenGameOver in") ); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathToB("ScreenGameOver out") ); this->AddChild( &m_Out ); SOUND->PlayMusic( THEME->GetPathToS("ScreenGameOver music") ); m_In.StartTransitioning( SM_PlayAnnouncer ); this->PostScreenMessage( SM_StartFadingOut, m_Background.GetLengthSeconds() ); } void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PlayAnnouncer: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("game over") ); break; case SM_StartFadingOut: m_Out.StartTransitioning( SM_GoToNextScreen ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } } void ScreenGameOver::MenuStart( PlayerNumber pn ) { if( m_In.IsTransitioning() || m_Out.IsTransitioning() ) return; this->ClearMessageQueue(); this->PostScreenMessage( SM_StartFadingOut, 0 ); }