/** \brief Initialize textures and sprites * * \return void * */ void SplashScreen::init() { ImageManager* im = Locator::getImageManager(); _splashTexture = im->getTexture(IMAGES_PATH"splashscreen.png"); assert(_splashTexture != NULL); _splash.setTexture(*_splashTexture, true); }
void GameOver::init() { ImageManager* im = Locator::getImageManager(); _texture = im->getTexture(IMAGES_PATH"gameover.png"); assert(_texture != NULL); _sprite.setTexture(*_texture, true); }
void UserInterface::initInterface(Screen newScreen, ImageManager& imageManager) { // Clearing the previous UI elements elements.clear(); // Updating the screenstate screenState = newScreen; // Populating the screen based on the input switch(newScreen) { case Screen::TITLE: elements["exitButton"] = InterfaceElement(resolution.x - 150, resolution.y - 50,"exit",font,10,10); elements["exitButton"].sprite.setTexture(imageManager.getTexture("button")); elements["startButton"] = InterfaceElement(50,resolution.y - 50,"start",font,10,10); elements["startButton"].sprite.setTexture(imageManager.getTexture("button")); elements["titleText"] = InterfaceElement(resolution.x / 2 - 150, 50, "BoulderDash",font,0,0); backgroundSprite.setTexture(imageManager.getTexture("titleBG")); break; case Screen::PLAY: elements["livesText"] = InterfaceElement(0,0,"",font,64,0,true); elements["livesText"].headerText.setColor(sf::Color::Transparent); elements["diamondsText"] = InterfaceElement(0,0,"",font,64,0,true); elements["diamondsText"].headerText.setColor(sf::Color::Transparent); backgroundSprite.setTexture(sf::Texture()); break; case Screen::GAMEOVER: elements["endText"] = InterfaceElement(resolution.x / 2 - 150, 50, "Game Over",font,0,0); backgroundSprite.setTexture(imageManager.getTexture("endBG")); break; case Screen::WIN: elements["winText"] = InterfaceElement(resolution.x / 2 - 150, 50, "Congratulations!",font,0,0); elements["winText"].headerText.setColor(sf::Color::Green); backgroundSprite.setTexture(imageManager.getTexture("titleBG")); } }