void NormalGameModeManager::Exit() { successMgr->sTakeYourTime(); successMgr->s666Loser(level); BUTTON(herisson)->enabled = false; MUSIC(stressTrack)->volume = 0; ADSR(stressTrack)->active = false; ADSR(stressTrack)->value = 0; GameModeManager::Exit(); }
const uint8_t* NormalGameModeManager::restoreInternalState(const uint8_t* in, int size) { in = GameModeManager::restoreInternalState(in, size); memcpy(&level, in, sizeof(level)); in += sizeof(level); memcpy(&remain[0], in, sizeof(remain)); in += sizeof(remain); memcpy(&limit, in, sizeof(limit)); in += sizeof(limit); TRANSFORM(herisson)->position.x = GameModeManager::position(time / limit); MUSIC(stressTrack)->volume = 0; ADSR(stressTrack)->active = false; ADSR(stressTrack)->value = 0; return in; }
void PrivateData::Setup() { soundButton = theEntityManager.CreateEntityFromTemplate("general/soundButton"); if (storageAPI->isOption("sound", "on")) RENDERING(soundButton)->texture = theRenderingSystem.loadTextureFile("sound_on"); else RENDERING(soundButton)->texture = theRenderingSystem.loadTextureFile("sound_off"); for (int i=0; i<3; ++i) { Entity e = theEntityManager.CreateEntityFromTemplate("general/cloud"); theBackgroundSystem.initCloud(e, i); } for(auto it : mode2Manager) it.second->Setup(); menu = theEntityManager.CreateEntityFromTemplate("music/menuTrack"); inGameMusic.masterTrack = theEntityManager.CreateEntityFromTemplate("music/masterTrack"); for (int i=0; i<3; i++) { std::stringstream a; a << "" << "secondaryTracks_" << i; inGameMusic.secondaryTracks[i] = theEntityManager.CreateEntityFromTemplate("music/secondaryTrack"); MUSIC(inGameMusic.secondaryTracks[i])->master = MUSIC(inGameMusic.masterTrack); } inGameMusic.accessoryTrack = theEntityManager.CreateEntityFromTemplate("music/accessoryTrack"); MUSIC(inGameMusic.accessoryTrack)->master = MUSIC(inGameMusic.masterTrack); inGameMusic.stressTrack = theEntityManager.CreateEntityFromTemplate("music/stressTrack"); MUSIC(inGameMusic.stressTrack)->master = MUSIC(inGameMusic.masterTrack); const float MusicFadeOut = 1; theMusicSystem.forEachECDo([&MusicFadeOut] (Entity, MusicComponent *mc) -> void { mc->fadeOut = MusicFadeOut; }); (static_cast<NormalGameModeManager*> (mode2Manager[Normal]))->stressTrack = inGameMusic.stressTrack; // PauseStateManager* pause = static_cast<PauseStateManager*> (state2Manager[Pause]); // pause->helpMgr = static_cast<HelpStateManager*> (state2Manager[Help]); // static_cast<ModeMenuStateManager*>(state2Manager[ModeMenu])->helpMgr = pause->helpMgr; }
// // sounds.c #include "doomdef.h" #include "i_sound.h" #include "sounds.h" // Music info #define MUSIC(name) \ { name, 0, NULL, NULL } musicinfo_t S_music[] = { MUSIC("MUS_E1M1"), // 1-1 MUSIC("MUS_E1M2"), MUSIC("MUS_E1M3"), MUSIC("MUS_E1M4"), MUSIC("MUS_E1M5"), MUSIC("MUS_E1M6"), MUSIC("MUS_E1M7"), MUSIC("MUS_E1M8"), MUSIC("MUS_E1M9"), MUSIC("MUS_E2M1"), // 2-1 MUSIC("MUS_E2M2"), MUSIC("MUS_E2M3"), MUSIC("MUS_E2M4"), MUSIC("MUS_E1M4"), MUSIC("MUS_E2M6"),