1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
#include "titlestate.h"
#include "gamestate.h"
#include "hslist.h"
#include "util.h"
State* TitleState::operator()(SDL_Window* window, SDL_Renderer* renderer) {
SDL_Texture* background = loadImage(renderer, "resources/title.bmp");
SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
int selection = 0;
SDL_Event e;
for (;;) {
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background, NULL, NULL);
applyTexture(renderer, pointer, 136,
selection == 0
? 316
: (selection == 1 ? 350 : (selection == 2 ? 381 : 417)));
SDL_RenderPresent(renderer);
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
return NULL;
} else if (e.type == SDL_KEYDOWN) {
if ((e.key.keysym.sym == SDLK_UP) && (selection != 0)) {
selection--;
} else if ((e.key.keysym.sym == SDLK_DOWN) && (selection != 3)) {
selection++;
} else if (e.key.keysym.sym == SDLK_RETURN) {
switch (selection) {
case 0:
return new GameState();
case 1:
return new HowToPlayState();
case 2:
return new ChooseHighscoreListState();
case 3:
return NULL;
}
}
}
}
}
}
State* HowToPlayState::operator()(SDL_Window* window, SDL_Renderer* renderer) {
SDL_Texture* background = loadImage(renderer, "resources/htp1.bmp");
SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
int selection = 0;
SDL_Event e;
for (;;) {
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background, NULL, NULL);
applyTexture(renderer, pointer, selection == 0 ? 74 : 216, 430);
SDL_RenderPresent(renderer);
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
return NULL;
} else if (e.type == SDL_KEYDOWN) {
if ((e.key.keysym.sym == SDLK_LEFT) && (selection != 0)) {
selection--;
} else if ((e.key.keysym.sym == SDLK_RIGHT) && (selection != 1)) {
selection++;
} else if (e.key.keysym.sym == SDLK_RETURN) {
switch (selection) {
case 0:
return new HowToPlayPageTwoState();
break;
case 1:
return new TitleState();
}
}
}
}
}
}
State* HowToPlayPageTwoState::operator()(SDL_Window* window,
SDL_Renderer* renderer) {
SDL_Texture* background = loadImage(renderer, "resources/htp2.bmp");
SDL_Texture* pointer = loadImage(renderer, "resources/pointer.bmp");
int selection = 0;
SDL_Event e;
for (;;) {
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background, NULL, NULL);
applyTexture(renderer, pointer, selection == 0 ? 45 : 238, 430);
SDL_RenderPresent(renderer);
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
return NULL;
} else if (e.type == SDL_KEYDOWN) {
if ((e.key.keysym.sym == SDLK_LEFT) && (selection != 0)) {
selection--;
} else if ((e.key.keysym.sym == SDLK_RIGHT) && (selection != 1)) {
selection++;
} else if (e.key.keysym.sym == SDLK_RETURN) {
switch (selection) {
case 0:
return new HowToPlayState();
break;
case 1:
return new TitleState();
}
}
}
}
}
}
|