Files
commandergenius/project/jni/application/alienblaster/setDifficulty.h

71 lines
2.1 KiB
C++

/***************************************************************************
alienBlaster
Copyright (C) 2004
Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************/
#ifndef SET_DIFFICULTY_H
#define SET_DIFFICULTY_H
#include "SDL.h"
#include "game.h"
#include <string>
class Font;
enum DIFFICULTY_CHOICES { DIFFICULTY_0, DIFFICULTY_1, DIFFICULTY_2, DIFFICULTY_3,
BACK_TO_MAIN_MENU };
const std::string SET_DIFFICULTY_CHOICES[] =
{ "Easy Going", "Let's Rock",
"Kick Some Ass", "Argh...",
"Back to Main Menu" };
const int NR_DIFFICULTY_CHOICES = 5;
class SetDifficulty {
private:
SdlCompat_AcceleratedSurface *screen;
SdlCompat_AcceleratedSurface *introSprite;
SdlCompat_AcceleratedSurface *activeChoiceSprite;
SdlCompat_AcceleratedSurface *lightFighterIcon1;
SdlCompat_AcceleratedSurface *lightFighterIcon2;
SdlCompat_AcceleratedSurface *heavyFighterIcon1;
SdlCompat_AcceleratedSurface *heavyFighterIcon2;
Font *font;
Font *fontHighlighted;
int activeChoice;
bool onePlayerGame;
bool playerOneLightFighter;
bool playerTwoLightFighter;
// sounds
int confirm;
int choose;
public:
SetDifficulty( SdlCompat_AcceleratedSurface *scr );
~SetDifficulty();
void run( GameStates &gameState, bool onePlayerGame );
bool getPlayerOneLightFighter();
bool getPlayerTwoLightFighter();
private:
void handleEvents( GameStates &gameState );
void draw();
};
#endif