138 lines
2.1 KiB
C++
Executable File
138 lines
2.1 KiB
C++
Executable File
#ifndef MAIN_CODE_H_INCLUDED
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#define MAIN_CODE_H_INCLUDED
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#ifdef TARGET_ANDROID
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#endif
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#include "boost/shared_ptr.hpp"
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#include "boost/thread/thread.hpp"
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#include "boost/assign.hpp"
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#include "boost/bind.hpp"
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#include "boost/asio.hpp"
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#include "boost/signal.hpp"
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#include "boost/random.hpp"
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#include "include/Engine.h"
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using namespace SE;
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struct CAsteroidStruct
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{
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int Health;
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float Angle;
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float AngularVelocity;
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vec2 CenterPos;
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vec2 Velocity;
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TRenderPair RenderPair;
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};
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struct CPlayer
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{
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vec2 Pos;
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float Angle;
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vec2 Velocity;
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TRenderPair RenderPair;
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};
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struct CLaserStruct
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{
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vec2 Pos;
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vec2 Dir;
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TRenderPair RenderPair;
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};
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enum CGameState
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{
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GS_PLAY,
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GS_WON,
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GS_LOST
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};
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class TMyApplication : public TApplication
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{
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protected:
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//Game elements
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std::list<CAsteroidStruct> Asteroids;
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std::list<CLaserStruct> Lasers;
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CPlayer Player;
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//Minor
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boost::random::mt19937 RandomGenerator;
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bool TapIsDown;
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vec2 LastTap;
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TSimpleTimer LaserTimer;
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//Game score and state
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CGameState GameState;
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int Level;
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int Score;
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//Static graphics
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TTriangleList LevelScoreText;
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TTriangleList LevelMessageText;
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TRenderPair BackgroundRenderPair;
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CAsteroidStruct CreateAsteroid(vec2 pos, vec2 dir, int health);
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void CreateRandomAsteroid(vec2 pos, int health);
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void CreateAsteroidParts(vec2 pos, int newHealth);
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vec2 NormalizePos(vec2 pos);
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void RefreshPlayerPos();
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void AddNewLaser();
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void UpdatePlayerPosition(float scaledTime);
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void ProcessLaserHit();
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void ProcessPlayerCollisions();
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void ClearUnusedLasers();
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void RefreshScoreText();
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public:
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bool Inited;
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TMyApplication() : TApplication(), Inited(false) { }
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virtual void InnerInit();
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virtual void InnerDeinit();
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virtual void InnerDraw();
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virtual void InnerUpdate(cardinal dt);
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnTapUpAfterMove(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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bool IsInited() { return Inited; }
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void InitLevel();
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};
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#endif
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