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game_over
Anthony Samms edited this page Jun 2, 2026
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1 revision
The game over screen is shown when the player's session limit is reached. It plays an advertisement jingle if not logged in (always), animates a curtain reveal and "Game Over" text bounce, then fades to black and returns to the title screen.
Inherits from Screen. Constructed with the screen name "game_over".
| Member | Type | Description |
|---|---|---|
curtain_pull_out |
MoveAnimation* (anim ID 1) |
Slides the curtain and kitsune graphic out from the left |
curtain_pull_in |
MoveAnimation* (anim ID 2) |
Slides the curtain panels in from the right |
kitsune_texture_change |
TextureChangeAnimation* (anim ID 3) |
Cycles through kitsune animation frames |
text_bounce_down |
MoveAnimation* (anim ID 4) |
First downward bounce of the "Game Over" text |
text_bounce_up |
MoveAnimation* (anim ID 5) |
Upward rebound of the "Game Over" text |
text_bounce_down_2 |
MoveAnimation* (anim ID 6) |
Second downward settle of the "Game Over" text |
fade_out |
FadeAnimation* (anim ID 7) |
Fade to black before returning to the title screen |
ad_played |
bool |
Whether the advertisement jingle sequence has started |
voice_played |
bool |
Whether the voice clip has played |
allnet_indicator |
AllNetIcon |
Online/offline status icon |
coin_overlay |
CoinOverlay |
"Free Play" text overlay |
void on_screen_start() override;Calls Screen::on_screen_start(), retrieves all animations from tex, starts the kitsune_texture_change animation, and immediately plays the bana_ad sound.
std::optional<Screens> update() override;Drives the following sequence on each frame:
- Once
bana_adfinishes playing, setsad_played, plays thecurtainsound effect, starts all curtain and text bounce animations, and plays thejinglemusic. - Once the text has begun bouncing down (
text_bounce_down->attribute > 0), setsvoice_playedand plays thevoicesound clip. - Once
jinglefinishes and the voice has played, starts thefade_outanimation. - Once
fade_outfinishes, callson_screen_endand returnsScreens::TITLE.
Advances all animations every frame.
void draw() override;Draws in the following order:
-
LOGGED_OUT::BANA_AD— the advertisement background. -
GLOBAL::KITSUNE— the kitsune sprite, offset bycurtain_pull_outand animated throughkitsune_texture_changeframes. -
GLOBAL::CURTAIN_SIDE— the curtain side piece, offset by both pull animations combined. - Four repeating
GLOBAL::CURTAINtiles filling the screen width, offset by both pull animations combined. - The localised
game_over_texttexture, displaced by the sum of all three text bounce animation values. - A dark rectangle faded to black by
fade_out. -
coin_overlayandallnet_indicator.
Building
libs
- animation
- audio
- config
- filesystem
- global_data
- input
- logging
- ray
- scores
- screen
- script
- song_parser
- text
- texture
- video
- webcam
libs/parsers
objects
objects/game
- player
- background
- gauge
- judgment
- combo
- branch_indicator
- ending_animations
- gogo_time
- fireworks
- song_info
- transition
- result_transition
- judge_counter
- score_counter
- score_counter_animation
- balloon_counter
- drumroll_counter
- kusudama_counter
- drum_hit_effect
- lane_hit_effect
- gauge_hit_effect
- combo_announce
- note_arc
objects/global
objects/title
objects/entry
objects/settings
objects/result
objects/song_select
- player
- navigator
- box_base
- box_song
- box_folder
- neiro
- modifier
- ura_switch
- diff_sort
- search_box
- dan_transition
- genre_bg
- score_history
- song_select_script
scenes