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ModuleWinScreen.cpp
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#include "ModuleWinScreen.h"
#include "Application.h"
#include "ModuleTextureManager.h"
#include "ModuleFadeToBlack.h"
#include "ModuleRenderer.h"
#include "ModuleInput.h"
#include "ModuleAudio.h"
#include "ModuleStartScreen.h"
ModuleWinScreen::ModuleWinScreen(bool startEnabled) : Module(startEnabled) {
name = "Win S";
// Screen rect
screen = { 0,0,256,224 };
}
ModuleWinScreen::~ModuleWinScreen() {}
bool ModuleWinScreen::Start() {
bool ret = true;
tex = App->textures->Load("Assets/sprites/menus/WinScreen.png");
if (tex == nullptr) {
ret = false;
}
++activeTextures; ++totalTextures;
// Playing win audio
App->audio->PlayMusic("Assets/music/events/gameover.wav");
return ret;
}
update_status ModuleWinScreen::Update() {
update_status ret = update_status::UPDATE_CONTINUE;
if (App->input->keyboard[SDL_SCANCODE_RETURN] == KEY_DOWN || App->input->pads[0].a == true) {
App->transition->FadeToBlack(this, (Module*)App->selector, 90);
}
return ret;
}
update_status ModuleWinScreen::PostUpdate() {
update_status ret = UPDATE_CONTINUE;
// Blit
if (!App->render->Blit(tex, 0, 0, &screen, 1, false)) {
ret = UPDATE_ERROR;
}
return ret;
}
bool ModuleWinScreen::CleanUp() {
bool ret = true;
activeTextures = 0;
if (!App->textures->Unload(tex)) {
LOG("Start Screen -> Error unloading the texture.");
ret = false;
}
--totalTextures;
App->audio->StopMusic();
return ret;
}