#ifndef GAME_GUI_STORY1_H__ #define GAME_GUI_STORY1_H__ #include "Core/ResourceManager.h" #include "Game/GUI/StoryboardFrame.h" #include "Game/GUI/ELoadingFrameComplete.h" #include "Game/GUI/LoadingFrame.h" namespace dd { namespace GUI { class Story1 : public StoryboardFrame { public: Story1(Frame* parent, std::string name) : StoryboardFrame(parent, name) { EVENT_SUBSCRIBE_MEMBER(m_ELoadingFrameComplete, &Story1::OnLoadingFrameComplete); Transition t; /* Sid in the well scene */ t.Time = t.Time + 0; t.Duration = 0; t.Texture = "Textures/Story/Brunn1.png"; t.Viewport = Rectangle(3108, 11276, 1376, 2203); AddTransition(t); t.Time = t.Time + 2; t.Duration = 0.5; t.Texture = "Textures/Story/Brunn2.png"; AddTransition(t); t.Time = t.Time + 3; t.Duration = 0.5; t.Texture = "Textures/Story/Brunn3.png"; AddTransition(t); t.Time = t.Time + 3; t.Duration = 4; t.Texture = "Textures/Story/Brunn4.png"; t.Viewport = Rectangle(2232, 0, 2952, 4725); AddTransition(t); t.Time = t.Time + 5; t.Duration = 0; t.Texture = "Textures/Story/Brunn5.png"; AddTransition(t); /* Submarine scene */ t.Time = t.Time + 4; t.Duration = 2.5; t.Texture = "Textures/Story/SubScene1.png"; t.Viewport = Rectangle(976, 0, 1615, 2586); AddTransition(t); // I'm Tom and stuff! t.Time = t.Time + 1; t.Duration = 0.5; t.Texture = "Textures/Story/SubScene2.png"; AddTransition(t); // Pan to the right here t.Time = t.Time + 3.5; t.Duration = 2; t.Texture = "Textures/Story/SubScene3.png"; t.Viewport = Rectangle(1574, 0, 1615, 2586); AddTransition(t); // ZAP! t.Time = t.Time + 2.5; t.Duration = 0.5; t.Texture = "Textures/Story/SubScene4.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene5.png"; AddTransition(t); t.Time = t.Time + 0.1; t.Duration = 0; t.Texture = "Textures/Story/SubScene6.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene7.png"; AddTransition(t); // BZZT! t.Time = t.Time + 1; t.Duration = 0; t.Texture = "Textures/Story/SubScene8.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene9.png"; AddTransition(t); t.Time = t.Time + 0.1; t.Duration = 0; t.Texture = "Textures/Story/SubScene10.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene11.png"; AddTransition(t); t.Time = t.Time + 1; t.Duration = 0; t.Texture = "Textures/Story/SubScene12.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene13.png"; AddTransition(t); t.Time = t.Time + 0.2; t.Duration = 0; t.Texture = "Textures/Story/SubScene14.png"; AddTransition(t); t.Time = t.Time + 0.5; t.Duration = 0; t.Texture = "Textures/Story/SubScene15.png"; AddTransition(t); t.Time = t.Time + 1; t.Duration = 0.5; t.Texture = "Textures/Story/SubScene16.png"; AddTransition(t); t.Time = t.Time + 3.5; t.Duration = 0.5; t.Texture = "Textures/Story/SubScene17.png"; AddTransition(t); t.Time = t.Time + 3; t.Duration = 0; t.Texture = "Textures/Story/SubScene18.png"; AddTransition(t); t.Time = t.Time + 2; t.Duration = 0; t.Texture = "Textures/Story/SubScene19.png"; AddTransition(t); } private: EventRelay m_ELoadingFrameComplete; bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event) { if (event.FrameName == "Story1LoadingFrame") { event.Frame->Hide(); Play(); } return true; } }; } } #endif