double-hit-balls/game/main_code.h

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#ifndef MAIN_CODE_H_INCLUDED
#define MAIN_CODE_H_INCLUDED
#ifdef TARGET_ANDROID
#include "android_api.h"
#endif
#ifdef TARGET_WIN32
#define NOMINMAX 1
#include <Windows.h>
#undef NOMINMAX
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "boost/shared_ptr.hpp"
#include "boost/thread/thread.hpp"
#include "boost/assign.hpp"
#include "boost/bind.hpp"
#include "include/Engine.h"
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#include "boost/signals2.hpp"//Signal must be included after asio
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#include "gamecode.h"
#include "menucode.h"
#include "creditscode.h"
#include "loadingcode.h"
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#include "galaxy_menu.h"
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using namespace SE;
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extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
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extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
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extern boost::signals2::signal<void()> OnDrawSignal;
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extern const std::string CONST_BLOCK_TEXTURE1;
extern const std::string CONST_BLOCK_TEXTURE2;
extern const std::string CONST_BLOCK_TEXTURE3;
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
extern const std::string CONST_BALL_TEXTURE;
extern const std::string CONST_BALLGLOW_TEXTURE;
extern const std::string CONST_WALL_LEFT_TEXTURE;
extern const std::string CONST_WALL_RIGHT_TEXTURE;
extern const std::string CONST_WALL_UP_TEXTURE;
extern const std::string CONST_WALL_BONUS_TEXTURE;
extern const std::string CONST_REFLECTOR_TEXTURE;
extern const std::string CONST_BACK_BTN_TEXTURE;
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
extern const std::string CONST_BACK_BTN_TEXTURE;
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
extern const std::string CONST_LOADING_TEXTURE;
extern const std::string CONST_LOGO_SMALL_TEXTURE;
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extern const std::string CONST_LOADING_BACKGROUND_BLACK;
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extern const std::string CONST_CREDITS_TEXTURE;
const int CONST_GAMESTATE_LEVEL = 1;
const int CONST_GAMESTATE_MENU = 0;
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
const int CONST_GAMESTATE_CREDITS = 4;
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
const int CONST_GAMESTATE_LOADING = 6;
const int CONST_GAMESTATE_PRELOADING = 7;
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class TMyApplication : public TApplication
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{
protected:
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int levelScreenWidth;
int levelScreenHeight;
float levelScreenRatio = 1.6;
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ParticleEffect lsparkler, rsparkler, tsparkler, bsparkler; // Different directed reflection
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ParticleEffect lvlFirework; // Level finished effect
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TGameMenu Menu;
TGameLevel* GameLevel;
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TGameCredits GameCredits;
TGameLoading GameLoading;
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int GameState;
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float StateTimer;
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void TryLoadSavedGame();
void TrySaveGame();
bool Inited;
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
void ApplySignalsToMenu();
void DisapplySignalsToMenu();
void ApplySignalsToGame();
void DisapplySignalsToGame();
void ApplySignalsToCredits();
void DisapplySignalsToCredits();
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void EffectsInit();
// Mouse new methods
virtual void InnerOnMouseDown(TMouseState& mouseState);
virtual void InnerOnMouseMove(TMouseState& mouseState);
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public:
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bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
virtual void InnerInit();
virtual void InnerDeinit();
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virtual void InnerDraw();
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virtual void InnerUpdate(size_t dt);
void GoFromMenuToGame(TGameLevel* level);
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void GoFromGameToMenu();
void GoFromMenuToCredits();
void GoFromCreditsToMenu();
void MarkSetGameLevelPause();
void MarkReleaseGameLevelPause();
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// Effects -------
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void EffectsUpdate(size_t dt);
void EffectsDraw();
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void fireworkEffect();
void hitSpark(std::string direct, Vector2f Pos);
// Effects -------
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void OpenNextLevel();
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bool IsLoaded();
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bool IsInited();
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void LoadResources();
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virtual void InnerOnTapDown(Vector2f p)
{
//-OnTapDownSignal(Vector2f(p.v[0], p.v[1]));
OnTapDownSignal(Vector2f(p(0), p(1)));
}
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virtual void InnerOnTapUp(Vector2f p);
virtual void InnerOnTapUpAfterMove(Vector2f p);
virtual void InnerOnMove(Vector2f p, Vector2f shift);
virtual void OnFling(Vector2f v);
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float GetGameLevelScreenWidth();
float GetGameLevelScreenHeight();
void SetGameLevelScreenScale();
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void SetButtonsAction();
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};
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extern TMyApplication* Application;
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#endif