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authorJAROWMR <jarorutjes07@gmail.com>2025-01-07 11:20:58 +0100
committerJAROWMR <jarorutjes07@gmail.com>2025-01-07 11:20:58 +0100
commitfcae8934916c9f429e58c8e178ab14fcf65a2bbc (patch)
tree34cddb9fad2c8639dfed3ffbb3216be9ac5e8b52 /game/menus/endgame/EndGameSubScript.cpp
parent126c402548281f3a97e3a9e0ef60c45147c87fa0 (diff)
added end game
Diffstat (limited to 'game/menus/endgame/EndGameSubScript.cpp')
-rw-r--r--game/menus/endgame/EndGameSubScript.cpp51
1 files changed, 51 insertions, 0 deletions
diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp
new file mode 100644
index 0000000..2be6931
--- /dev/null
+++ b/game/menus/endgame/EndGameSubScript.cpp
@@ -0,0 +1,51 @@
+#include "EndGameSubScript.h"
+#include "../IFloatingWindowScript.h"
+#include "api/Button.h"
+#include "api/Sprite.h"
+#include "api/Text.h"
+#include "types.h"
+#include "../../Events.h"
+#include <string>
+
+using namespace crepe;
+
+EndGameSubScript::EndGameSubScript(const std::string & tag){
+ this->tag = tag;
+}
+
+void EndGameSubScript::init(){
+ this->disable_all();
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); });
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->reset_timescale(); });
+}
+
+bool EndGameSubScript::disable_all(){
+ IFloatingWindowScript::disable_all_sprites();
+ RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
+ for(Button & button : buttons){
+ button.active = false;
+ }
+ RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
+ for(Text & text : texts){
+ text.active = false;
+ }
+ return false;
+}
+
+bool EndGameSubScript::enable_all(){
+ IFloatingWindowScript::enable_all_sprites();
+ RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
+ for(Button & button : buttons){
+ button.active = true;
+ }
+ RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
+ for(Text & text : texts){
+ text.active = true;
+ }
+ return false;
+}
+
+bool EndGameSubScript::reset_timescale(){
+ this->get_loop_timer().set_time_scale(1);
+ return false;
+}