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MainMenu.angelscript
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MainMenu.angelscript
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class MainMenu : BaseState
{
private string m_sceneName;
private MainMenuProperties@ m_props;
private UILayer@ m_mainMenuLayer;
MainMenu(const string &in sceneName, MainMenuProperties@ props)
{
m_sceneName = sceneName;
@m_props = @props;
}
void start()
{
BaseState::start();
loadScene(m_sceneName);
}
void preLoop()
{
BaseState::preLoop();
@m_mainMenuLayer = MainMenuLayer(@m_props);
m_layerManager.addLayer(@m_mainMenuLayer);
m_layerManager.setCurrentLayer("MainMenuLayer");
logEvent("MAIN_MENU_STARTED");
}
void loop()
{
BaseState::loop();
}
string getName()
{
return "MainMenu";
}
}
class MainMenuLayer : SoundPanelLayer
{
private MainMenuProperties@ m_props;
MainMenuLayer(MainMenuProperties@ props)
{
super(@props);
@m_props = @props;
const vector2 screenSize(GetScreenSize());
// addButton parameters: button name id, sprite file name, normalized pos
addButton("play_button", m_props.playButton, props.buttonNormPos);
if (m_props.exitButton != "")
{
addButton("exit_button", m_props.exitButton, m_props.exitButtonNormPos, m_props.exitButtonOrigin);
}
if (m_props.titleSprite != "")
{
// addSprite parameters: sprite file name, color, pos, origin
addButton("title", m_props.titleSprite, props.titlePos, V2_HALF);
}
}
void update()
{
SoundPanelLayer::update();
if (isButtonPressed("play_button"))
{
g_stateManager.setState(g_gameStateFactory.createLevelSelectState());
logEvent("MENU_PLAY_BUTTON");
}
if (isButtonPressed("exit_button") || GetInputHandle().GetKeyState(K_BACK) == KS_HIT)
{
setButtonPressed("exit_button", false);
logEvent("MENU_EXIT_BUTTON");
Exit();
}
}
string getName() const
{
return "MainMenuLayer";
}
}