Files
DNF_DEV/source_game/Scene/Scene_Loading_UI.cpp

62 lines
1.8 KiB
C++

#include "Scene/Scene_Loading_UI.h"
#include "Scene/Scene_MainUi.h"
#include "Scene/Scene_Test.h"
#include "Scene_Loading_UI.h"
#include "EngineFrame/Component/Sprite.h"
#include "EngineFrame/Component/Text.h"
#include "Global/Global_Game.h"
#include "Asset/Asset_Script.h"
void Scene_Loading_UI::Enter()
{
// 加载OGG文件
music = Mix_LoadMUS("Music/characterSelectStage.ogg");
if (music)
{
Mix_PlayMusic(music, 1);
}
RefPtr<Actor> actor = new Actor;
AddChild(actor);
RefPtr<Sprite> BackGroundSp = new Sprite("ImagePacks2/Loading1.png");
actor->AddComponent(BackGroundSp);
RefPtr<Sprite> BackGround2Sp = new Sprite("ImagePacks2/Loading0.png");
BackGround2Sp->SetPos(Vec2{0, 686});
actor->AddComponent(BackGround2Sp);
RefPtr<Sprite> LoadCircleSp = new Sprite("ImagePacks2/Loading2.png");
LoadCircleSp->SetName("LoadCircle");
LoadCircleSp->SetPos(Vec2{1280 - 60, 686 - 60});
LoadCircleSp->SetBlendMode(LINEARDODGE);
LoadCircleSp->SetAnchor(Vec2{0.5f, 0.5f});
actor->AddComponent(LoadCircleSp);
actor->SetCallbackOnUpdate([LoadCircleSp](float deltaTime) mutable
{
float angle = LoadCircleSp->GetRotation();
LoadCircleSp->SetRotation(angle + 180.0f * deltaTime); });
}
void Scene_Loading_UI::Update(float deltaTime)
{
Scene::Update(deltaTime);
if (Global_Game::GetInstance().InitFlag)
{
// 设定游戏层场景
RefPtr<Scene_Test> scene = new Scene_Test;
Game::GetInstance().ChangeScene(scene);
// 设定UI层场景
RefPtr<Scene_MainUi> sceneUI = new Scene_MainUi;
Game::GetInstance().ChangeUIScene(sceneUI);
}
}
void Scene_Loading_UI::Exit()
{
if (music)
{
Mix_FreeMusic(music);
music = nullptr;
}
}