X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FVictoryState.cpp;h=dca0bf2ee3da96bc727be6ee793c8fd58246007b;hb=acc322b16b5f31cfbc350d4fccb457c7730287fd;hp=3516bdeaf5150802642f5022864fe120e3712134;hpb=e1dab8a680a76f8621e967a693dbf2b481ba8f75;p=l2e.git diff --git a/src/battle/states/VictoryState.cpp b/src/battle/states/VictoryState.cpp index 3516bde..dca0bf2 100644 --- a/src/battle/states/VictoryState.cpp +++ b/src/battle/states/VictoryState.cpp @@ -5,6 +5,8 @@ #include "../Hero.h" #include "../../app/Application.h" #include "../../app/Input.h" +#include "../../common/GameConfig.h" +#include "../../common/GameState.h" #include "../../common/Hero.h" #include "../../math/Vector.h" #include "../../graphics/Font.h" @@ -47,6 +49,11 @@ void VictoryState::LoadResults() { s << hero.Name() << " next level " << hero.NextLevel(); lines.push_back(s.str()); } + + lines.push_back(""); + s.str(""); + s << parent->Game().state->money << " gold"; + lines.push_back(s.str()); } void VictoryState::OnExitState(SDL_Surface *screen) { @@ -54,7 +61,7 @@ void VictoryState::OnExitState(SDL_Surface *screen) { } void VictoryState::OnResumeState(SDL_Surface *screen) { - timer = GraphicsTimers().StartCountdown(1500); + } void VictoryState::OnPauseState(SDL_Surface *screen) { @@ -77,7 +84,26 @@ void VictoryState::OnResize(int width, int height) { void VictoryState::HandleEvents(const Input &input) { - if (timer.Finished()) { + if (input.JustPressed(Input::ACTION_A)) { + ++cursor; + timer = GraphicsTimers().StartInterval(150); + } else if (input.IsDown(Input::ACTION_A) + && timer.JustHit() + && timer.Iteration() > 3) { + ++cursor; + } else if (input.JustPressed(Input::SHOULDER_LEFT)) { + ++cursor; + timer = GraphicsTimers().StartInterval(150); + } else if (input.IsDown(Input::SHOULDER_LEFT) + && timer.JustHit() + && timer.Iteration() > 3) { + ++cursor; + } + if (!input.IsDown(Input::ACTION_A) + && !input.IsDown(Input::SHOULDER_LEFT)) { + timer.Clear(); + } + if (cursor >= int(lines.size())) { Ctrl().PopState(); // pop self } } @@ -89,6 +115,7 @@ void VictoryState::UpdateWorld(Uint32 deltaT) { void VictoryState::Render(SDL_Surface *screen) { parent->RenderBackground(screen); + parent->RenderHeroes(screen); RenderFrame(screen); RenderLines(screen); } @@ -102,10 +129,8 @@ void VictoryState::RenderLines(SDL_Surface *screen) { // naive implementation const Font &font = *parent->Res().normalFont; Vector position = textPosition; - for (vector::const_iterator - i(lines.begin()), end(lines.end()); - i != end; ++i) { - font.DrawString(i->c_str(), screen, position); + for (int i = 0; i <= cursor && i < int(lines.size()); ++i) { + font.DrawString(lines[i].c_str(), screen, position); position.Y() += font.CharHeight(); } }