#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" #include "PrefsManager.h" #include "RageLog.h" #include "TransitionFadeWipe.h" #include "Sprite.h" #include "AnnouncerManager.h" #include "ScreenManager.h" #include "AnnouncerManager.h" #include "GameState.h" #include "RageMusic.h" #include "ThemeManager.h" const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1); const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 2); const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3); ScreenGameOver::ScreenGameOver() { m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","game over") ); this->AddChild( &m_Background ); m_Fade.OpenWipingRight( SM_None ); this->AddChild( &m_Fade ); MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","game over music") ); this->SendScreenMessage( SM_PlayAnnouncer, 0.5 ); this->SendScreenMessage( SM_StartFadingOut, 5 ); } void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_PlayAnnouncer: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("game over") ); break; case SM_StartFadingOut: m_Fade.CloseWipingRight( SM_GoToNextScreen ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; } } void ScreenGameOver::MenuStart( PlayerNumber pn ) { if( m_Fade.IsClosing() ) return; this->ClearMessageQueue(); this->SendScreenMessage( SM_StartFadingOut, 0 ); }