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unit UScreenLevel;
interface
uses
UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
type
TScreenLevel = class(TMenu)
public
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
implementation
uses UGraphic, UMain, UIni, UTexture;
function TScreenLevel.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_Q:
begin
Result := false;
end;
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
AudioPlayback.PlayBack;
FadeTo(@ScreenName);
end;
SDLK_RETURN:
begin
Ini.Difficulty := Interaction;
Ini.SaveLevel;
AudioPlayback.PlayStart;
//Set Standard Mode
ScreenSong.Mode := 0;
FadeTo(@ScreenSong);
end;
// Up and Down could be done at the same time,
// but I don't want to declare variables inside
// functions like this one, called so many times
SDLK_DOWN: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
end;
constructor TScreenLevel.Create;
var
I: integer;
begin
inherited Create;
LoadFromTheme(Theme.Level);
AddButton(Theme.Level.ButtonEasy);
AddButton(Theme.Level.ButtonMedium);
AddButton(Theme.Level.ButtonHard);
Interaction := 0;
end;
procedure TScreenLevel.onShow;
begin
Interaction := Ini.Difficulty;
// LCD.WriteText(1, ' Choose mode: ');
// UpdateLCD;
end;
procedure TScreenLevel.SetAnimationProgress(Progress: real);
begin
Button[0].Texture.ScaleW := Progress;
Button[1].Texture.ScaleW := Progress;
Button[2].Texture.ScaleW := Progress;
end;
end.
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