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menu.cpp
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#include "menu.h"
using namespace std;
using namespace sf;
Menu::Menu():
position(100, 200),
m_scale(1,1),
currentLevel(1)
{
//Image "nouvelle partie" fade
imageFadePlay = new Image;
*imageFadePlay = image_manager::getInstance()->getImage("images/nouvellePartie_fade.png");
spritePlay.SetImage(*imageFadePlay);
spritePlay.SetPosition(position);
spritePlay.Scale(m_scale);
//Image "comment jouer" fade
position.y += 200;
imageFadeHow = new Image;
*imageFadeHow = image_manager::getInstance()->getImage("images/CommentJouer_fade.png");
spriteHow.SetImage(*imageFadeHow);
spriteHow.SetPosition(position);
spriteHow.Scale(m_scale);
//Image "credit" fade
position.y += 200;
imageFadeCredit = new Image;
*imageFadeCredit = image_manager::getInstance()->getImage("images/Credits_fade.png");
spriteCredit.SetImage(*imageFadeCredit);
spriteCredit.SetPosition(position);
spriteCredit.Scale(m_scale);
//Images "Comment jouer", "nouvelle partie" et "credits" highlight
imagePlay = new Image;
imageHow = new Image;
imageCredit = new Image;
*imagePlay = image_manager::getInstance()->getImage("images/nouvellePartie.png");
*imageHow = image_manager::getInstance()->getImage("images/CommentJouer.png");
*imageCredit = image_manager::getInstance()->getImage("images/Credits.png");
//Fin de niveau
imageSuivant = new Image;
imageSuivantFade = new Image;
imageRecommencer = new Image;
imageRecommencerFade = new Image;
imageEndLevel = new Image;
*imageSuivant = image_manager::getInstance()->getImage("images/suivant.png");
*imageSuivantFade = image_manager::getInstance()->getImage("images/suivant_fade.png");
*imageRecommencer = image_manager::getInstance()->getImage("images/recommencer.png");
*imageRecommencerFade = image_manager::getInstance()->getImage("images/recommencer_fade.png");
*imageEndLevel = image_manager::getInstance()->getImage("images/MenuNiveauFini.png");
spriteEndLevel.SetImage(*imageEndLevel);
spriteSuivant.SetPosition(Vector2f(400, 500));
spriteRecommencer.SetPosition(Vector2f(800, 500));
//Image de mise en pause
position.y = 0;
position.x = 0;
imagePause = new Image;
imageReprendre = new Image;
imageArreter = new Image;
*imagePause = image_manager::getInstance()->getImage("images/MenuPause.png");
spritePause.SetImage(*imagePause);
spritePause.SetPosition(position);
spritePause.Scale(m_scale);
//Image Image "reprendre partie" et "quitter partie"
*imageReprendre = image_manager::getInstance()->getImage("images/ReprendreLaPartie.png");
*imageArreter = image_manager::getInstance()->getImage("images/QuitterTaPartie.png");
//Image Image "prendre partie" et "quitter partie" fade
imageFadeReprendre = new Image;
imageFadeArreter = new Image;
position.y += 400;
position.x = 100;
*imageFadeReprendre = image_manager::getInstance()->getImage("images/ReprendreLaPartie_fade.png");
spriteReprendre.SetImage(*imageFadeReprendre);
spriteReprendre.SetPosition(position);
spriteReprendre.Scale(m_scale);
position.y += 200;
*imageFadeArreter = image_manager::getInstance()->getImage("images/QuitterTaPartie_fade.png");
spriteArreter.SetImage(*imageFadeArreter);
spriteArreter.SetPosition(position);
spriteArreter.Scale(m_scale);
imageCreditContent = new Image;
*imageCreditContent = image_manager::getInstance()->getImage("images/credits2.png");
spriteCreditContent.SetImage(*imageCreditContent);
spriteCreditContent.SetPosition(Vector2f(80, 400));
spriteCreditContent.Scale(m_scale);
}
Menu::~Menu()
{
delete imagePlay;
delete imageHow;
delete imageCredit;
delete imageFadePlay;
delete imageFadeHow;
delete imageFadeCredit;
delete imagePause;
delete imageReprendre;
delete imageArreter;
delete imageFadeReprendre;
delete imageFadeArreter;
delete imageSuivant;
delete imageSuivantFade;
delete imageRecommencer;
delete imageRecommencerFade;
delete imageEndLevel;
delete imageCreditContent;
}
//Le menu principal avec gestion du highlight avec un système de points
void Menu::drawMainMenu(int select, int score)
{
if(currentLevel > 1 && !Level_manager::getInstance()->endOfGame())
{
switch(select)
{
case 1:
{
spriteSuivant.SetImage(*imageSuivant);
spriteRecommencer.SetImage(*imageRecommencerFade);
break;
}
case 2:
{
spriteSuivant.SetImage(*imageSuivantFade);
spriteRecommencer.SetImage(*imageRecommencer);
break;
}
}
app.Draw(spriteEndLevel);
app.Draw(spriteSuivant);
app.Draw(spriteRecommencer);
Font font;
if(!font.LoadFromFile("font/cubos.ttf"))
{
cout << "Erreur lors du chargement de la font pannel" << endl;
}
else
{
string result;
std::ostringstream o;
o << (score);
result = o.str();
String text;
text.SetText(result);
text.SetFont(font);
text.SetSize(50);
text.SetColor(Color(255, 255, 255));
text.SetPosition(Vector2f(450, 382));
app.Draw(text);
}
}
else if(Level_manager::getInstance()->endOfGame())
{
Font font;
if(!font.LoadFromFile("font/cubos.ttf"))
{
cout << "Erreur lors du chargement de la font pannel" << endl;
}
else
{
string result;
std::ostringstream o;
o << "Score final : ";
o << (score);
result = o.str();
String text;
text.SetText(result);
text.SetFont(font);
text.SetSize(50);
text.SetColor(Color(255, 255, 255));
text.SetPosition(Vector2f(200, 200));
app.Draw(text);
String start;
start.SetText("Appuyez sur start pour recommencer");
start.SetFont(font);
start.SetSize(40);
start.SetColor(Color(255, 255, 255));
start.SetPosition(Vector2f(50, 100));
app.Draw(start);
app.Draw(spriteCreditContent);
}
}
else
{
switch(select)
{
case 1:
{
spritePlay.SetImage(*imagePlay);
spriteHow.SetImage(*imageFadeHow);
spriteCredit.SetImage(*imageFadeCredit);
break;
}
case 2:
{
spritePlay.SetImage(*imageFadePlay);
spriteHow.SetImage(*imageHow);
spriteCredit.SetImage(*imageFadeCredit);
break;
}
case 3:
{
spritePlay.SetImage(*imageFadePlay);
spriteHow.SetImage(*imageFadeHow);
spriteCredit.SetImage(*imageCredit);
break;
}
}
app.Draw(spritePlay);
app.Draw(spriteCredit);
app.Draw(spriteHow);
}
}
//Le menu de pause avec gestion du highlight avec un système de points
void Menu::drawPauseMenu(int select)
{
switch(select)
{
case 1:
{
spriteReprendre.SetImage(*imageReprendre);
spriteArreter.SetImage(*imageFadeArreter);
break;
}
case 2:
{
spriteReprendre.SetImage(*imageFadeReprendre);
spriteArreter.SetImage(*imageArreter);
break;
}
}
app.Draw(spritePause);
app.Draw(spriteReprendre);
app.Draw(spriteArreter);
}
void Menu::setLevel(short nextLevel)
{
currentLevel = nextLevel;
}
short Menu::getLevel()
{
return currentLevel;
}