EchoesOfFate
A game for our COMP315 Project
 
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IntroState Class Reference

#include <IntroState.h>

Inheritance diagram for IntroState:
State

Public Member Functions

 IntroState (sf::RenderWindow &window)
 Constructors/Destructors.
 
 ~IntroState ()
 
void update (sf::RenderWindow &window, StateManager &stateManager) override
 Handles animations in current state, look at chapterOne state.
 
void render (sf::RenderWindow &window) override
 Renders current state.
 
- Public Member Functions inherited from State
virtual ~State ()
 

Constructor & Destructor Documentation

◆ IntroState()

IntroState::IntroState ( sf::RenderWindow & window)

Constructors/Destructors.

Create an instance of SceneClass with the paths to the image files and the text Note that I want to have a text file reader that reads a text file and each line of the text file has all 3 parameters on one line and it takes whats written in the text file (first 3 words) and uses that as the input for the parameters The text file reader would move line by line everytime we hit enter and that will update the scene everytime we hit enter that means we would need a function in our class that lets us update each parameter which we will implement later.

Constructor/Destructor Use the constructor as you would in Main.cpp

initalize scene class

when the state is created read from text file

initalizes the starting scene

Add textures to texture vector

push blank textture

push path to texture

load texture

don't change this, i need Slot at the back of the vector

push blank sprites because player inventory isnt created yet, so dk what each sprite will be yet

points to null

◆ ~IntroState()

IntroState::~IntroState ( )

clears scene pointers from memory

Member Function Documentation

◆ render()

void IntroState::render ( sf::RenderWindow & window)
overridevirtual

Renders current state.

Call our update function

Clear the window

Draw the scene

Display the updated window contents

Implements State.

◆ update()

void IntroState::update ( sf::RenderWindow & window,
StateManager & stateManager )
overridevirtual

Handles animations in current state, look at chapterOne state.

Mandotory code to make sure the pause menu accessable

Stop any playing music

point to next state

point to textures vector

point to sprites vector

point to filepaths vector

push pointer to next state

Check if you can go to the next scene

if the scene is not done you are able to display the text instantly else go to the next scene(if both are done go to the next state)

Checks if user click enter to skip the text animation

gets the next scene(because the first scene auto displays at the start)

go to next state

Stop music

point to next state

point to textures vector

point to sprites vector

point to filepaths vector

push pointer to next state

Implements State.


The documentation for this class was generated from the following files: