/
scnMainMenu.pas
322 lines (267 loc) · 7.35 KB
/
scnMainMenu.pas
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unit scnMainMenu;
interface
uses
SDL2,
sdlScene,
sdlGameObjects,
StartField;
type
TMenuOption = (moNewGame, moHighScore, moExit);
{ TMenu }
TMenu = class
private
const
YOFFSET = 30;
public
x, y: integer;
selected : TMenuOption;
constructor Create;
procedure Draw;
procedure SelectNext(const amount: integer);
end;
TSceneState = ( stFadingIn, stNormal, stFadingOut );
{ TMainMenuScene }
TMainMenuScene = class(TScene)
private
const
FADE_IN = 6000;
FADE_OUT = 2000;
MENU_MUSIC = 'menu.mp3';
var
TEXTURE_LOGO : integer;
TEXTURE_PAWN : integer;
TEXTURE_GEAR : integer;
TEXTURE_MOON : integer;
fInputEnabled: boolean;
fAngle : double;
fMenu : TMenu;
fAlpha : UInt8;
fStars : TStarField;
fState : TSceneState;
fFader : TFader;
fMenuMusic : integer;
procedure expandToWindow( r : PSDL_Rect );
procedure gotoNewGame;
protected
procedure doOnKeyUp(key: TSDL_KeyCode); override;
procedure doLoadTextures; override;
procedure doLoadSounds; override;
procedure doFreeSounds; override;
procedure doBeforeStart; override;
procedure doBeforeQuit; override;
public
constructor Create;
destructor Destroy; override;
procedure doOnRender(renderer: PSDL_Renderer); override;
procedure doOnUpdate(const deltaTime: real); override;
end;
implementation
uses
sdlEngine,
sdlGameSound;
{ TMenu }
constructor TMenu.Create;
begin
x := 540;
y := 450;
selected := moNewGame;
end;
procedure TMenu.Draw;
var
engine : TEngine;
function getAlpha(item : TMenuOption) :UInt8;
begin
if self.selected = item then
result := 255
else
result := 40;
end;
begin
engine := TEngine.GetInstance;
engine.Text.Draw('new game', x, y, engine.Fonts.MainMenu, getAlpha(moNewGame));
engine.Text.Draw('high score', x, y + YOFFSET, engine.Fonts.MainMenu, getAlpha(moHighScore));
engine.Text.Draw('exit', x, y + 2 * YOFFSET, engine.Fonts.MainMenu, getAlpha(moExit));
end;
procedure TMenu.SelectNext(const amount: integer);
begin
TEngine.GetInstance.Sounds.Play(sndMenu);
selected:= TMenuOption(Ord(selected) + amount);
if Ord(selected) < 0 then
selected:= TMenuOption(0);
if selected > High(TMenuOption) then
selected := TMenuOption(High(TMenuOption));
end;
{ TMainMenuScene }
procedure TMainMenuScene.doOnKeyUp(key: TSDL_KeyCode);
begin
inherited doOnKeyUp(key);
if fInputEnabled then
case key of
SDLK_UP :
begin
fMenu.SelectNext(-1);
end;
SDLK_DOWN :
begin
fMenu.SelectNext(+1);
end;
SDLK_RETURN:
begin
case fMenu.selected of
moNewGame :
begin
fInputEnabled := false;
TEngine.GetInstance.Sounds.Play(sndNewGame);
fFader.FadeOut(0, FADE_OUT);
ExecuteDelayed(FADE_OUT, {$IFDEF FPC}@{$ENDIF}gotoNewGame);
end;
moHighScore:
begin
TEngine.GetInstance.Sounds.Play(sndPlayerHit);
//doQuit(qtQuitCurrentScene, 1);
end;
moExit :
begin
//TEngine.GetInstance.Sounds.Play(sndEnemyHit);
doQuit(qtQuitGame, 0);
end;
end;
end;
end;
end;
procedure TMainMenuScene.doBeforeQuit;
begin
inherited;
TEngine.GetInstance.Sounds.StopMusic( fMenuMusic );
end;
procedure TMainMenuScene.doBeforeStart;
begin
inherited;
TEngine.GetInstance.Sounds.PlayMusic( fMenuMusic, 1 );
fFader.FadeIn(0, FADE_IN);
fState := stFadingIn;
end;
procedure TMainMenuScene.doFreeSounds;
begin
TEngine.GetInstance.Sounds.FreeMusic(fMenuMusic);
end;
procedure TMainMenuScene.doLoadSounds;
begin
fMenuMusic := TEngine.GetInstance.Sounds.LoadMusic(MENU_MUSIC);
end;
procedure TMainMenuScene.doLoadTextures;
var
engine : TEngine;
begin
engine := TEngine.GetInstance;
engine.Textures.Clear;
TEXTURE_LOGO := engine.Textures.Load('aeonsoft-small.png');
TEXTURE_PAWN := engine.Textures.Load('paw-small.png');
TEXTURE_GEAR := engine.Textures.Load('gear-small.png');
TEXTURE_MOON := engine.Textures.Load('moon.png');
end;
constructor TMainMenuScene.Create;
begin
inherited;
fMenu := TMenu.Create;
fAlpha:= 0;
fStars := TStarField.Create(400);;
fFader := TFader.Create;
fInputEnabled := true;
end;
destructor TMainMenuScene.Destroy;
begin
fMenu.Free;
fStars.Free;
fFader.Free;
inherited Destroy;
end;
procedure TMainMenuScene.doOnRender(renderer: PSDL_Renderer);
const
DIVIDER_Y = 388;
var
src, dest : TSDL_Rect;
engine: TEngine;
begin
engine := TEngine.GetInstance;
renderer := engine.Renderer;
fStars.Draw;
fMenu.Draw;
src.x := 0;
src.y := 0;
//draw moon
src.w := engine.Textures[TEXTURE_MOON].W;
src.h := engine.Textures[TEXTURE_MOON].h;
dest.x := 500;
dest.y := 76;
dest.w := src.w;
dest.h := src.h;
SDL_SetTextureBlendMode(engine.Textures[TEXTURE_LOGO].Data, SDL_BLENDMODE_BLEND);
SDL_SetTextureAlphaMod(engine.Textures[TEXTURE_MOON].Data, $FF);
SDL_RenderCopy(renderer, engine.Textures[TEXTURE_MOON].Data, @src, @dest);
//divider line
SDL_SetRenderDrawColor(renderer, $FF, $FF, $FF, $FF);
SDL_RenderDrawLine(renderer, 0, DIVIDER_Y, engine.Window.w, DIVIDER_Y);
engine.Text.Draw('open', 280, 307, engine.Fonts.GUILarge, $FF);
engine.Text.Draw('SPACE-INVADERS', 280, 347, engine.Fonts.GUILarge, $FF);
engine.Text.Draw('Aeonsoft 2017 - An open source tribute to Taito''s classic', 280, 395, engine.Fonts.DebugNormal, 80);
SDL_SetTextureBlendMode(engine.Textures[TEXTURE_LOGO].Data, SDL_BLENDMODE_BLEND);
SDL_SetTextureAlphaMod(engine.Textures[TEXTURE_LOGO].Data, $FF);
//gear
src.w := engine.Textures[TEXTURE_GEAR].W;
src.h := engine.Textures[TEXTURE_GEAR].H;
dest.x := 164;
dest.y := 294;
dest.h := 102;
dest.w := 90;
SDL_RenderCopyEx(renderer, engine.Textures[TEXTURE_GEAR].Data,
@src, @dest, fAngle, nil, SDL_FLIP_NONE);
//pawn
src.w := engine.Textures[TEXTURE_PAWN].W;
src.h := engine.Textures[TEXTURE_PAWN].H;
dest.x := dest.x+25;
dest.y := dest.y+31;
dest.h := 38;
dest.w := 40;
SDL_RenderCopy(renderer, engine.Textures[TEXTURE_PAWN].Data, @src, @dest);
//logo
src.w := engine.Textures[TEXTURE_LOGO].W;
src.h := engine.Textures[TEXTURE_LOGO].H;
dest.x := 225;
dest.y := 368;
dest.h := 40;
dest.w := 40;
SDL_RenderCopy(renderer, engine.Textures[TEXTURE_LOGO].Data, @src, @dest);
case fState of
stFadingIn, stFadingOut :
begin
expandToWindow(@dest);
if fState = stFadingIn then
SDL_SetRenderDrawColor(renderer, 0, 0, 0, $FF- fFader.Value)
else
SDL_SetRenderDrawColor(renderer, 0, 0, 0, fFader.Value);
SDL_SetRenderDrawBlendMode(engine.Renderer, SDL_BLENDMODE_BLEND);
SDL_RenderFillRect(renderer, @dest);
end;
end;
end;
procedure TMainMenuScene.doOnUpdate(const deltaTime: real);
begin
inherited doOnUpdate(deltaTime);
fAngle := fAngle + 25 * deltaTime;
fStars.Update( deltaTime );
fFader.Update( deltaTime );
end;
procedure TMainMenuScene.expandToWindow(r: PSDL_Rect);
begin
r^.x :=0;
r^.y :=0;
r^.w := TEngine.GetInstance.Window.w;
r^.h := TEngine.GetInstance.Window.h;
end;
procedure TMainMenuScene.gotoNewGame;
begin
doQuit(qtQuitCurrentScene, 0);
fInputEnabled := true;
end;
end.