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ModuleWin.cpp
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90 lines (68 loc) · 1.61 KB
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//#include "Globals.h"
#include "Application.h"
#include "ModuleTextures.h"
#include "ModuleRender.h"
#include "ModuleUI.h"
#include "ModuleWin.h"
#include "ModuleInput.h"
#include "ModuleFadeToBlack.h"
#include "Player.h"
ModuleWin::ModuleWin()
{
winInterfaceRect = { 0,0,256,256 };
winBackgroundRect = {0,224,304,224};
}
/*ModuleUI::~ModuleWin()
{}*/
bool ModuleWin::Start()
{
//loading textures
winInterface = App->textures->Load("assets/Graphics/UI/Highscore.png");
winBackground = App->textures->Load("assets/Graphics/Screens/Continue/Backgrounds.png");
//changing gameState
App->moduleUI->UI = gameplay_state::WIN;
//restart player lives
App->player[0]->lives = 3;
App->player[1]->lives = 3;
return true;
}
update_status ModuleWin::Update()
{
App->render->Blit(winBackground, 0, 0, &winBackgroundRect, 0.0f);
App->render->Blit(winInterface, 48, 16, &winInterfaceRect,0.0f); //
if (App->input->keyboard[SDL_SCANCODE_RETURN] == KEY_DOWN)
{
App->fade->FadeToBlack(this, (Module*)App->gameTitle);
App->player[0]->scoreReset = true;
App->player[1]->scoreReset = true;
}
return UPDATE_CONTINUE;
}
bool ModuleWin::CleanUp()
{
LOG("Unloading font textures");
//unload font textures
App->textures->Unload(winBackground);
App->textures->Unload(winInterface);
//changing gamePlay state
App->moduleUI->UI = gameplay_state::NO;
return true;
}
void ModuleWin::saveScore(int score)
{
actualScore = score;
for (int i = 0; i < 10; i++)
{
if (actualScore > allScores[i])
{
temp = allScores[i];
allScores[i] = actualScore;
actualScore = temp;
}
}
}
/*4000
7000
5000
3000
1000*/