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supertux
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Screen that displays the SuperTux logo, lets players start a new game, etc. More...
#include <title_screen.hpp>


Public Member Functions | |
| TitleScreen (Savegame &savegame, bool christmas=false) | |
| void | setup () override |
| gets called before this screen gets activated (which is at least once before the first draw or update call | |
| void | leave () override |
| gets called when the current screen is temporarily suspended | |
| void | draw (Compositor &compositor) override |
| gets called once per frame. More... | |
| void | update (float dt_sec, const Controller &controller) override |
| gets called for once (per logical) frame. More... | |
| IntegrationStatus | get_status () const override |
| Gives details about what the user is doing right now. More... | |
| void | refresh_level () |
| void | refresh_copyright_text () |
| void | set_frame (const std::string &image) |
Additional Inherited Members | |
Static Public Member Functions inherited from Currenton< TitleScreen > | |
| static TitleScreen * | current () |
Screen that displays the SuperTux logo, lets players start a new game, etc.
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overridevirtual |
gets called once per frame.
The screen should draw itself in this function. State changes should not be done in this function, but rather in update
Implements Screen.
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overridevirtual |
Gives details about what the user is doing right now.
Implements Screen.
| void TitleScreen::refresh_level | ( | ) |
Check the savegame of the previously entered world on the current profile. If there is a title screen level set, use it. Otherwise, look for such level in the world's properties. If a level still isn't specified, or it cannot be entered, use the default.
Attempt to switch to the custom title level, using the default one as a fallback.
Initialize the main sector.
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overridevirtual |
gets called for once (per logical) frame.
Screens should do their state updates and logic here
Implements Screen.
1.8.13