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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "AdventuresInLestoria.h"
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#include "GameState.h"
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#include "State_OverworldMap.h"
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#include "State_MainMenu.h"
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#include "State_LevelComplete.h"
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#include "State_Story.h"
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#include "State_GameHub.h"
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INCLUDE_game
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#define NEW_STATE(state,class) GameState::states[state]=NEW class();
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void GameState::Initialize(){
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NEW_STATE(States::GAME_RUN,State_GameRun);
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NEW_STATE(States::OVERWORLD_MAP,State_OverworldMap);
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NEW_STATE(States::MAIN_MENU,State_MainMenu);
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NEW_STATE(States::LEVEL_COMPLETE,State_LevelComplete);
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NEW_STATE(States::STORY,State_Story);
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NEW_STATE(States::GAME_HUB,State_GameHub);
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GameState::ChangeState(States::MAIN_MENU);
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}
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void GameState::_ChangeState(States::State newState){
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GameState*prevState=STATE;
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if(!states.count(newState)){
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ERR("WARNING! State not defined for state "<<newState<<"!")
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}
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STATE=states.at(newState);
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game->camera.SetTarget(game->GetPlayer()->GetPos());
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STATE->OnStateChange(prevState);
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}
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void GameState::ChangeState(States::State newState,float fadeOutDuration){
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if(fadeOutDuration>0){
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game->fadeOutDuration=game->fadeOutTotalTime=game->fadeInDuration=fadeOutDuration;
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game->transitionState=newState;
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}else{
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_ChangeState(newState);
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}
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}
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GameState::~GameState(){}
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void GameState::GetAnyKeyPress(Key k){}
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void GameState::GetAnyKeyRelease(Key k){}
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void GameState::GetAnyMousePress(int32_t mouseButton){}
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void GameState::GetAnyMouseRelease(int32_t mouseButton){}
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void GameState::DrawOverlay(AiL*game){};
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