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credits.cpp
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credits.cpp
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#include "credits.h"
#include "app.h"
#include "assets.h"
Credits::Credits()
: bFinished(FALSE)
, sptBg()
, sptPanda()
, sptMaya()
, sfxRun()
{
pInput->AddPointerListener(this);
pInput->AddKeyboardListener(this);
sptBg.Load(SPT_CREDITSBG);
pScene->Add(&sptBg);
sptPanda.Load(SPT_PANDA);
sptPanda.SetPriority(1002);
sptPanda.SetPosition(0.61f, 0.13f);
sptPanda.SetAnimation("run");
pScene->Add(&sptPanda);
sptMaya.Load(SPT_MAIA);
sptMaya.SetPriority(1000);
sptMaya.SetAnimation("run");
sptMaya.SetPosition(0.33f, 0.13f);
pScene->Add(&sptMaya);
sfxRun.Load(SFX_STEPS);
sfxRun.Play();
//sfxRun.SetVolume(0.1f);
pSoundSystem->Add(&sfxRun);
}
Credits::~Credits()
{
sptBg.Unload();
sfxRun.Unload();
sptMaya.Unload();
sptPanda.Unload();
pScene->Remove(&sptBg);
pScene->Remove(&sptMaya);
pScene->Remove(&sptPanda);
pInput->RemoveKeyboardListener(this);
pInput->RemovePointerListener(this);
}
void Credits::Update(f32 dt)
{
}
void Credits::OnInputKeyboardPress(const EventInputKeyboard *ev)
{
Key k = ev->GetKey();
bFinished = TRUE;
}
void Credits::OnInputPointerRelease(const EventInputPointer *ev)
{
bFinished = TRUE;
}
BOOL Credits::IsFinished() const
{
return bFinished;
}