previous functionality of the view restored with a few new benefits ("non-linear" menus)

This commit is contained in:
2010-11-28 00:20:58 +01:00
parent 3340471c61
commit f583cf39a8
11 changed files with 125 additions and 38 deletions
+39 -11
View File
@@ -71,7 +71,9 @@ int View::OnInit (int argc, char* argv[]) {
Engine::RegisterListener (this, EventAccelerateStart);
Engine::RegisterListener (this, EventAccelerateStop);
Engine::RegisterListener (this, EventShipExplode);
Engine::RegisterListener (this, EventPlayerDied);
Engine::RegisterListener (this, EventGameOver);
Engine::RegisterListener (this, EventLevelComplete);
PushViewState (ViewStateMainMenu);
@@ -96,19 +98,32 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
return true;
break;
case EventLevelComplete:
PushViewState(ViewStateLevelComplete);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventGameOver:
mFadeTimerSecValue = 2.;
PopViewState();
PushViewState(ViewStateGameOver);
GetModel()->SetGameState(GameStatePaused);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventPlayerDied:
mFadeTimerSecValue = 2.;
PushViewState(ViewStatePlayerDied);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventShipExplode: {
Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
// This event is fired when the ship explodes. Note: this event is not
// sufficient for EventPlayerDied!
Engine::LogDebug ("Received PlayerDied Event: %d", event->mEventType);
PopViewState();
PushViewState(ViewStatePlayerDied);
GetModel()->SetGameState(GameStatePaused);
// insert sprits that contains parts of the ship
Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
vector3d position = ship_entity->mPhysicState->mPosition;
@@ -206,6 +221,8 @@ void View::DrawStars() {
void View::Draw() {
PreDraw();
mFadeTimerSecValue -= GetModel()->GetFrameDuration();
// Actual Drawing
UpdateCamera ();
@@ -215,12 +232,11 @@ void View::Draw() {
/*
if (mDrawAxis)
DrawAxis ();
*/
*/
DrawWorld ();
DrawUi ();
// mOverlayManager.Draw();
// Perform post-Draw actions
PostDraw();
@@ -499,9 +515,15 @@ void View::DrawUiGameOver() {
screen_bottom * 0.5 + 32);
}
if (mFadeTimerSecValue > 0.)
return;
if (Engine::GUI::Button (2, "Continue...",
(screen_right - button_width) * 0.5,
screen_bottom * 0.5 + 80, button_width, button_height)) {
// We do not want the background to show the remaining bits of the game
GetModel()->SetGameState(GameStatePaused);
PopViewState();
PushViewState(ViewStateShowHighscore);
}
@@ -514,6 +536,7 @@ void View::DrawUiLevelComplete() {
if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
PopViewState();
GetModel()->ProceedToNextLevel();
}
}
@@ -531,8 +554,7 @@ void View::DrawUiGamePaused() {
}
if (Engine::GUI::Button (3, "Abort Game", screen_right * 0.5 - 100, 300, button_width, button_height)) {
while (mViewStateStack.size())
PopViewState();
ResetViewState();
PushViewState(ViewStateMainMenu);
GetModel()->SetGameState(GameStatePaused);
@@ -547,8 +569,13 @@ void View::DrawUiPlayerDied() {
DrawPageTitle ("You died!");
SelectFont ("console.ttf size=23");
if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, button_width, button_height)) {
if (mFadeTimerSecValue > 0.)
return;
if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 380, button_width, button_height)) {
PopViewState();
GetModel()->ReloadLevel();
GetModel()->SetGameState(GameStateRunning);
}
}
@@ -593,6 +620,7 @@ void View::DrawUiHighscore() {
DrawPageTitle ("Highscores");
SelectFont ("console.ttf size=23");
unsigned int entry_length = 32;
float char_width, height;
DrawGLStringMeasure ("M", &char_width, &height);