1 /*
2 * This file is part of EasyRPG Player.
3 *
4 * EasyRPG Player is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * EasyRPG Player is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18 // Headers
19 #include "scene_gameover.h"
20 #include "bitmap.h"
21 #include "cache.h"
22 #include "game_system.h"
23 #include "input.h"
24 #include "main_data.h"
25 #include "transition.h"
26
Scene_Gameover()27 Scene_Gameover::Scene_Gameover() {
28 type = Scene::Gameover;
29 }
30
Start()31 void Scene_Gameover::Start() {
32 if (!lcf::Data::system.gameover_name.empty()) {
33 FileRequestAsync* request = AsyncHandler::RequestFile("GameOver", lcf::Data::system.gameover_name);
34 request->SetGraphicFile(true);
35 request_id = request->Bind(&Scene_Gameover::OnBackgroundReady, this);
36 request->Start();
37 }
38 // Play gameover music
39 Main_Data::game_system->BgmPlay(Main_Data::game_system->GetSystemBGM(Main_Data::game_system->BGM_GameOver));
40 }
41
Update()42 void Scene_Gameover::Update() {
43 if (Input::IsTriggered(Input::DECISION)) {
44 Scene::ReturnToTitleScene();
45 }
46 }
47
OnBackgroundReady(FileRequestResult * result)48 void Scene_Gameover::OnBackgroundReady(FileRequestResult* result) {
49 // Load Background Graphic
50 background.reset(new Sprite());
51 background->SetBitmap(Cache::Gameover(result->file));
52 }
53
TransitionIn(SceneType)54 void Scene_Gameover::TransitionIn(SceneType /* prev_scene */) {
55 Transition::instance().InitShow(Transition::TransitionFadeIn, this, 80);
56 }
57
TransitionOut(SceneType)58 void Scene_Gameover::TransitionOut(SceneType /* next_scene */) {
59 Transition::instance().InitErase(Transition::TransitionFadeOut, this, 80);
60 }
61