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GameStart.cpp
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#include "GameStart.h"
#include "GameOver.h"
#include "Color.h"
#include "EventKeyboard.h"
#include "LevelManager.h"
#include "GameManager.h"
#include "LogManager.h"
#include "ResourceManager.h"
#include "WorldManager.h"
#include "DisplayManager.h"
#include "Music.h"
#include "Player.h"
#include "HealthPack.h"
#include <SFML/Graphics.hpp>
GameStart::GameStart() {
LM.writeLog("GameStart");
setType("GameStart");
//Link to "message" sprite
setSprite("gamestart");
setSolidness(df::SPECTRAL);
//Put in center of screen
df::Vector pos(40, 12);
setPosition(pos);
//Plays start music
p_music = RM.getMusic("tense");
playMusic();
levelM.insertProtected(this);
}
//Play start music
void GameStart::playMusic() {
p_music->play();
}
//Starts the game
void GameStart::start() {
levelM.startUp();
//p_music->pause();
// When game starts, paint it black.
getAnimation().getSprite()->setColor(df::BLACK);
}
//Handles events
int GameStart::eventHandler(const df::Event* p_e) {
if (p_e->getType() == df::KEYBOARD_EVENT) {
df::EventKeyboard* p_keyboard_event = (df::EventKeyboard*)p_e;
switch (p_keyboard_event->getKey()) {
case df::Keyboard::Q: // quit
if (p_keyboard_event->getKeyboardAction() == df::KEY_PRESSED) {
exit(0);
//GM.setGameOver(true);
//p.shutDown();
}
break;
case df::Keyboard::SPACE: //begin game
if ((p_keyboard_event->getKeyboardAction() == df::EventKeyboardAction::KEY_PRESSED) &&
!(getAnimation().getSprite()->getColor()==df::BLACK)) {
start();
}
break;
default: // Key is not handled.
break;
}
return 1;
}
// If get here, have ignored this event.
return 0;
}
//Override default draw so as not to display "value"
int GameStart::draw() {
return df::Object::draw();
}