Implemented and integrated title screen - now game crashes at launch, though
This commit is contained in:
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d2322a7caf
commit
ca60c61ce6
2
Makefile
2
Makefile
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@ -4,7 +4,7 @@ PROJECT=treewars
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CXX=g++
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CXX=g++
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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LDFLAGS=`sdl-config --libs`
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LDFLAGS=`sdl-config --libs`
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OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o gamestate.o
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OBJECTS=main.o drawutils.o mathutils.o graph.o gamedata.o mainevent.o gamestate.o game.o titlescreen.o
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all: $(PROJECT)
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all: $(PROJECT)
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10
game.cpp
10
game.cpp
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@ -7,8 +7,8 @@
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int Game::NODE_RADIUS = 10;
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int Game::NODE_RADIUS = 10;
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Game::Game(SDL_Surface* display)
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Game::Game(stack<GameState*>* state_stack, SDL_Surface* display)
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: GameState(display)
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: GameState(state_stack, display)
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{
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{
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background = NULL;
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background = NULL;
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}
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}
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@ -83,12 +83,6 @@ void Game::render()
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}
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}
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void Game::on_exit()
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{
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throw StateExit();
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}
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void Game::on_lbutton_down(int x, int y)
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void Game::on_lbutton_down(int x, int y)
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{
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{
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data.do_vertex(x, y, NODE_RADIUS);
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data.do_vertex(x, y, NODE_RADIUS);
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3
game.h
3
game.h
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@ -17,7 +17,7 @@ using std::stack;
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class Game : public GameState
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class Game : public GameState
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{
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{
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public:
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public:
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Game(SDL_Surface* display);
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Game(stack<GameState*>* state_stack, SDL_Surface* display);
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~Game();
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~Game();
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bool init();
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bool init();
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@ -27,7 +27,6 @@ class Game : public GameState
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void iterate() {}
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void iterate() {}
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// event handlers
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// event handlers
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void on_exit();
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void on_lbutton_down(int x, int y);
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void on_lbutton_down(int x, int y);
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void on_rbutton_down(int mX, int mY);
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void on_rbutton_down(int mX, int mY);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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@ -1,6 +1,6 @@
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#include "gamestate.h"
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#include "gamestate.h"
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void GameState::execute(stack<GameState*> &state_stack) throw(StateExit)
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void GameState::execute() throw(StateExit)
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{
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{
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SDL_Event event;
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SDL_Event event;
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while(SDL_PollEvent(&event))
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while(SDL_PollEvent(&event))
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@ -8,3 +8,9 @@ void GameState::execute(stack<GameState*> &state_stack) throw(StateExit)
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iterate();
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iterate();
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render();
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render();
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}
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}
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void GameState::on_exit()
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{
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throw StateExit();
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}
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@ -19,16 +19,20 @@ class StateExit : public exception {};
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class GameState : public MainEvent
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class GameState : public MainEvent
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{
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{
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public:
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public:
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GameState(SDL_Surface* display) { this->display = display; }
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GameState(stack<GameState*>* state_stack, SDL_Surface* display)
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{ this->state_stack = state_stack, this->display = display; }
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virtual ~GameState() {}
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virtual ~GameState() {}
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virtual bool init() = 0;
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virtual bool init() = 0;
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void execute(stack<GameState*> &game_state) throw(StateExit);
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void execute() throw(StateExit);
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protected:
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protected:
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virtual void iterate() = 0;
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virtual void iterate() = 0;
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virtual void render() = 0;
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virtual void render() = 0;
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void on_exit();
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stack<GameState*>* state_stack;
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SDL_Surface* display;
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SDL_Surface* display;
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};
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};
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7
main.cpp
7
main.cpp
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@ -1,7 +1,7 @@
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/* Do basic initialization, get the loop going */
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/* Do basic initialization, get the loop going */
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#include "gamestate.h"
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#include "gamestate.h"
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#include "game.h"
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#include "titlescreen.h"
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#include "debug.h"
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#include "debug.h"
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#include <SDL.h>
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#include <SDL.h>
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@ -24,15 +24,16 @@ int main(int argc, char** argv)
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stack<GameState*> state_stack;
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stack<GameState*> state_stack;
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// initialize the stack by initting and pushing the initial state(s)
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// initialize the stack by initting and pushing the initial state(s)
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GameState* tmpstate = new Game(display);
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GameState* tmpstate = new TitleScreen(&state_stack, display);
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if (!tmpstate->init()) return 1;
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if (!tmpstate->init()) return 1;
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state_stack.push(tmpstate);
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state_stack.push(tmpstate);
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while (!state_stack.empty())
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while (!state_stack.empty())
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{
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{
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GameState* state = state_stack.top();
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GameState* state = state_stack.top();
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try {
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try {
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state->execute(state_stack);
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state->execute();
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} catch (StateExit& e) {
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} catch (StateExit& e) {
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// remove the old state
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// remove the old state
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@ -1,15 +1,18 @@
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#include "titlescreen.h"
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#include "titlescreen.h"
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#include "drawutils.h"
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#include "drawutils.h"
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#include "game.h"
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#include "debug.h"
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TitleScreen::TitleScreen(SDL_Surface* display)
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TitleScreen::TitleScreen(stack<GameState*>* state_stack,
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: GameState(display)
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SDL_Surface* display)
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: GameState(state_stack, display)
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{
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{
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background = NULL;
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background = NULL;
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title_banner = NULL;
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title_banner = NULL;
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}
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}
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GameState::~GameState()
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TitleScreen::~TitleScreen()
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{
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{
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if (background != NULL)
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if (background != NULL)
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SDL_FreeSurface(background);
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SDL_FreeSurface(background);
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@ -29,7 +32,7 @@ bool TitleScreen::init()
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return false;
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return false;
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}
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}
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title_banner = DrawUtils::load("title.bmp");
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title_banner = DrawUtils::load("title_banner.bmp");
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if (title_banner == NULL)
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if (title_banner == NULL)
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{
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{
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@ -39,7 +42,26 @@ bool TitleScreen::init()
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}
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}
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void TitleScreen::execute(stack<TitleScreen*> &game_state) throw(StateExit)
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void TitleScreen::render()
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{
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{
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DrawUtils::draw(display, background, 0, 0);
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int x = display->w / 2 - (title_banner->w / 2);
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int y = display->h / 2 - (title_banner->h / 2);
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DrawUtils::draw(display, title_banner, x, y);
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SDL_Flip(display);
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}
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void TitleScreen::on_lbutton_down(int x, int y)
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{
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state_stack->push(new Game(state_stack, display));
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}
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void TitleScreen::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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{
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if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
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}
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}
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@ -10,15 +10,20 @@
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class TitleScreen : public GameState
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class TitleScreen : public GameState
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{
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{
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public:
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public:
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GameState(SDL_Surface* display);
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TitleScreen(stack<GameState*>* state_stack, SDL_Surface* display);
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~GameState();
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~TitleScreen();
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bool init();
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bool init();
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void execute(stack<GameState*> &game_state) throw(StateExit);
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protected:
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SDL_Surface* display;
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protected:
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void render();
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void iterate() {}
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// signal handlers
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void on_lbutton_down(int x, int y);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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private:
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SDL_Surface* background;
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SDL_Surface* background;
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SDL_Surface* title_banner;
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SDL_Surface* title_banner;
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};
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};
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