double-hit-balls/game/main_code.cpp

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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
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#include <string>
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#include "include/Engine.h"
#include "menucode.h"
#include "main_code.h"
#include <boost/property_tree/json_parser.hpp>
boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
boost::signals2::signal<void (Vector2f)> OnTapDownSignal;
boost::signals2::signal<void (Vector2f)> OnFlingSignal;
boost::signals2::signal<void (Vector2f)> OnScrollSignal;
boost::signals2::signal<void ()> OnDrawSignal;
const std::string CONST_BLOCK_TEXTURE1 = "block1_mod1";
const std::string CONST_BLOCK_TEXTURE2 = "block2_mod1";
const std::string CONST_BLOCK_TEXTURE3 = "block3_mod1";
const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough_mod1";
const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier_mod1";
const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor_mod1";
const std::string CONST_BALL_TEXTURE = "ball_mod1";
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
const std::string CONST_REFLECTOR_TEXTURE = "reflector_mod1";
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left_mod2";
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right_mod2";
const std::string CONST_WALL_UP_TEXTURE = "wall_up_mod2";
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus_mod2";
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";
const std::string CONST_SLIDE_UP_BTN_TEXTURE = "slide_up_btn";
const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE = "tap_to_continue_btn";
const std::string CONST_LOADING_TEXTURE = "loading";
const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
const std::string CONST_CREDITS_TEXTURE = "credits";
const float CONST_CREDITS_SHOW_TIME = 150.f;
TMyApplication* Application;
void TMyApplication::InnerInit()
{
Application = this;
#ifdef TARGET_WIN32
#ifdef NDEBUG
//ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
#endif
#ifdef TARGET_IOS
ST::PathToResources = "assets/";
#endif
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#ifdef TARGET_ANDROID
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ST::PathToResources = "";
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#endif
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if (Console != NULL)
{
*Console<<"APP INIT\n";
}
srand (static_cast<size_t>(time(NULL)));
GameState = CONST_GAMESTATE_PRELOADING;
StateTimer = 0.f;
/*
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex
", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader");
*/
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
EffectsInit();
// ------- UI -------
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ResourceManager->FontManager.AddFont("arial32", "arial32.png", "arial32.txt");
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ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
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//ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
//SetButtonsAction();
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// ------- UI -------
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// TESTS of menu
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if (Menu.GalaxMenu.InitGalaxyMenu("galaxy_ptree.json")) {
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std::cout << "ok" << std::endl;
}
else {
std::cout << "menu error" << std::endl;
}
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}
void TMyApplication::InnerDeinit()
{
Inited = false;
Loaded = false;
if (Console != NULL)
{
*Console<<"APP DEINIT\n";
}
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
}
void TMyApplication::InnerOnTapUp(Vector2f p)
{
OnTapUpSignal(Vector2f(p(0), p(1)));
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
OnTapUpAfterMoveSignal(Vector2f(p(0), p(1)));
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
OnScrollSignal(Vector2f(shift(0), shift(1)));
}
void TMyApplication::OnFling(Vector2f v)
{
}
void TMyApplication::ApplySignalsToMenu()
{
OnTapUpSignal.connect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnTapUpAfterMoveSignal.connect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
OnFlingSignal.connect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.connect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.connect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
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/*..Galaxy Menu..*/ // Can be replaced to "Menu" OnTap(events)
OnTapDownSignal.connect(boost::bind(&GalaxyMenu::tapDown, boost::ref(Menu.GalaxMenu), _1));
OnTapUpSignal.connect(boost::bind(&GalaxyMenu::tapUp, boost::ref(Menu.GalaxMenu), _1));
OnScrollSignal.connect(boost::bind(&GalaxyMenu::tapMove, boost::ref(Menu.GalaxMenu), _1));
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OnTapUpAfterMoveSignal.connect(boost::bind(&GalaxyMenu::tapUp, boost::ref(Menu.GalaxMenu), _1));
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}
void TMyApplication::DisapplySignalsToMenu()
{
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
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/*..Galaxy Menu..*/ // Can be replaced to "Menu" OnTap(events)
OnTapDownSignal.disconnect(boost::bind(&GalaxyMenu::tapDown, boost::ref(Menu.GalaxMenu), _1));
OnTapUpSignal.disconnect(boost::bind(&GalaxyMenu::tapUp, boost::ref(Menu.GalaxMenu), _1));
OnScrollSignal.disconnect(boost::bind(&GalaxyMenu::tapMove, boost::ref(Menu.GalaxMenu), _1));
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OnTapUpAfterMoveSignal.disconnect(boost::bind(&GalaxyMenu::tapUp, boost::ref(Menu.GalaxMenu), _1));
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}
void TMyApplication::ApplySignalsToGame()
{
OnTapUpSignal.connect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnFlingSignal.connect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnScrollSignal.connect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
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OnTapDownSignal.connect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
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}
void TMyApplication::DisapplySignalsToGame()
{
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
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OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
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}
void TMyApplication::ApplySignalsToCredits()
{
OnTapDownSignal.connect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
}
void TMyApplication::DisapplySignalsToCredits()
{
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
}
void TMyApplication::LoadResources()
{
TextureNamesToLoad.clear();
// :::::::::::::::::::::::::::::::::::::
// :::::::::::::PTREE LOAD::::::::::::::
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boost::property_tree::ptree Textures_pt = SE::ReadJsonFile(ST::PathToResources + "bg_textures_config.json");
//boost::property_tree::json_parser::read_json(ST::PathToResources + "bg_textures_config.json", Textures_pt);
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std::string bg_ext = ".jpeg";
// :::::::::::::::::::::::::::::::::::::
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_left.png", "main_menu_bkg_left"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_right.png", "main_menu_bkg_right"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("select_level.png", "select_level"));
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/*
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock1.png", "shutterstock1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock2.png", "shutterstock2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock3.png", "shutterstock3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock4.png", "shutterstock4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock5.png", "shutterstock5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock6.png", "shutterstock6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock7.png", "shutterstock7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock8.png", "shutterstock8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock9.png", "shutterstock9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock10.png", "shutterstock10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock11.png", "shutterstock11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
*/
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#ifdef NDEBUG
bool useDebugBackgrounds = false;
#else
bool useDebugBackgrounds = Textures_pt.get<bool>("useDebugBackgrounds", false);
#endif
std::string backgroundPath = useDebugBackgrounds ? "level_background/debug/" : "level_background/";
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TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_1") + bg_ext, "shutterstock1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_2") + bg_ext, "shutterstock2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_3") + bg_ext, "shutterstock3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_4") + bg_ext, "shutterstock4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_5") + bg_ext, "shutterstock5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_6") + bg_ext, "shutterstock6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_7") + bg_ext, "shutterstock7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_8") + bg_ext, "shutterstock8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_9") + bg_ext, "shutterstock9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_10") + bg_ext, "shutterstock10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_11") + bg_ext, "shutterstock11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_12") + bg_ext, "shutterstock12"));
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/*..galaxies and stars/planets Init..*/ // tmp
std::vector<int> galaxies;
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galaxies.resize(1);
galaxies[0] = 3;
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TextureNamesToLoad.push_back(std::pair<std::string, std::string>("galax_menu/matte_screen.png", "matte_screen"));
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for (int i = 0; i < galaxies.size(); i++) {
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TextureNamesToLoad.push_back(std::pair<std::string, std::string>("galax_menu/galaxies/galaxy_" + std::to_string(i) + ".png", "galaxy_" + std::to_string(i)));
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for (int j = 0; j < galaxies[i]; j++) {
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TextureNamesToLoad.push_back(std::pair<std::string, std::string>("galax_menu/planets/star_" + std::to_string(i) + "_" + std::to_string(j) + ".png", "star_" + std::to_string(i) + "_" + std::to_string(j)));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("galax_menu/planets/star_" + std::to_string(i) + "_" + std::to_string(j) + "_hover" + ".png", "star_" + std::to_string(i) + "_" + std::to_string(j) + "_hover"));
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}
}
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/*..buttons and level list plane textures..*/
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("red_square.png", "red_square"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("black_square.png", "black_square"));
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TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot1.png", "levelshot1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot2.png", "levelshot2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot3.png", "levelshot3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot4.png", "levelshot4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot5.png", "levelshot5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot6.png", "levelshot6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot7.png", "levelshot7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot8.png", "levelshot8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot9.png", "levelshot9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot10.png", "levelshot10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot11.png", "levelshot11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot12.png", "levelshot12"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("game_end.png", "game_end"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE1 + ".png", CONST_BLOCK_TEXTURE1));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE2 + ".png", CONST_BLOCK_TEXTURE2));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE3 + ".png", CONST_BLOCK_TEXTURE3));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_GOTHROUGH_TEXTURE + ".png", CONST_BONUS_GOTHROUGH_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_MULTIPLIER_TEXTURE + ".png", CONST_BONUS_MULTIPLIER_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_FLOOR_TEXTURE + ".png", CONST_BONUS_FLOOR_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALL_TEXTURE + ".png", CONST_BALL_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALLGLOW_TEXTURE + ".png", CONST_BALLGLOW_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_LEFT_TEXTURE + ".png", CONST_WALL_LEFT_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_RIGHT_TEXTURE + ".png", CONST_WALL_RIGHT_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_UP_TEXTURE + ".png", CONST_WALL_UP_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_BONUS_TEXTURE + ".png", CONST_WALL_BONUS_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_REFLECTOR_TEXTURE + ".png", CONST_REFLECTOR_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BACK_BTN_TEXTURE + ".png", CONST_BACK_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_SLIDE_UP_BTN_TEXTURE + ".png", CONST_SLIDE_UP_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_TAP_TO_CONTINUE_BTN_TEXTURE + ".png", CONST_TAP_TO_CONTINUE_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_CREDITS_TEXTURE + ".png", CONST_CREDITS_TEXTURE));
#ifdef TARGET_IOS
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//ResourceManager->SoundManager.LoadMusicLooped("level1ogg.ogg");
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#else
//ResourceManager->SoundManager.LoadMusic("level1ogg.ogg");
#endif
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
ResourceManager->FontManager.PushFont("droid_sans14");
TryLoadSavedGame();
}
void TMyApplication::TryLoadSavedGame()
{
std::string fileName = GetFilePathUserData("progress.txt");
FILE* file = fopen(fileName.c_str(), "r");
if (file != NULL)
{
char line[100];
char* r;
r = fgets(line, 100, file);
if (r != NULL)
{
Menu.SetMenuItemCount(toint(r));
}
fclose(file);
}
}
void TMyApplication::TrySaveGame()
{
std::string fileName = GetFilePathUserData("progress.txt");
std::string s = tostr(Menu.GetMenuItemCount());
FILE* file = fopen(fileName.c_str(), "w");
if (file != NULL)
{
fputs(s.c_str(), file);
fflush(file);
fclose(file);
}
}
void TMyApplication::InnerDraw()
{
glDisable(GL_DEPTH_TEST);
OnDrawSignal();
}
void TMyApplication::InnerUpdate(size_t dt)
{
if (GameState == CONST_GAMESTATE_PRELOADING)
{
StateTimer += dt/1000.f;
if (StateTimer >= 1.f)
{
LoadResources();
GameState = CONST_GAMESTATE_LOADING;
StateTimer = 0.f;
}
}
else if (GameState == CONST_GAMESTATE_LOADING)
{
StateTimer += dt/1000.f;
if (StateTimer >= 1.f)
{
StateTimer -= 1.f;
}
if (TextureNamesToLoad.size() != 0)
{
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
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TextureNamesToLoad.erase(TextureNamesToLoad.begin());
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}
else
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{
for (auto &level : star.selectionMenu.gameLevels)
{
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level.DrawSnapshot("LevelBuffer");
}
}
Renderer->SwitchToScreen();
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GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
StateTimer = 0.f;
Loaded = true;
}
}
else if (GameState == CONST_GAMESTATE_LEVEL)
{
GameLevel->Update(dt);
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EffectsUpdate(dt);
}
else if (GameState == CONST_GAMESTATE_MENU)
{
//*SE::Console << "4CONST_GAMESTATE_MENU";
Menu.Update(dt);
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
{
GameLevel->Update(dt);
if (GameLevel->IsLoaded())
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{
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
GameState = CONST_GAMESTATE_LEVEL;
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
//CONNECT SLOT
DisapplySignalsToMenu();
ApplySignalsToGame();
}
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
{
Menu.Update(dt);
GameCredits.Update(dt);
StateTimer -= dt;
if (StateTimer <= 0.f)
{
GameState = CONST_GAMESTATE_CREDITS;
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
ApplySignalsToCredits();
StateTimer = 0.f;
}
}
else if (GameState == CONST_GAMESTATE_CREDITS)
{
GameCredits.Update(dt);
}
else if (GameState == CONST_GAMESTATE_FROM_CREDITS_TO_MENU)
{
Menu.Update(dt);
GameCredits.Update(dt);
StateTimer -= dt;
if (StateTimer <= 0.f)
{
GameState = CONST_GAMESTATE_MENU;
StateTimer = 0.f;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
}
}
}
void TMyApplication::GoFromMenuToGame(TGameLevel* level)
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{
//#ifndef TARGET_IOS
// ResourceManager->SoundManager.PlayMusicLooped("level1ogg.ogg");
//#endif
GameLevel = level;
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GameLevel->SetLoading();
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GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(*GameLevel)));
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DisapplySignalsToMenu();
}
void TMyApplication::GoFromGameToMenu()
{
//#ifndef TARGET_IOS
// ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
//#endif
TrySaveGame();
DisapplySignalsToGame();
ApplySignalsToMenu();
GameState = CONST_GAMESTATE_MENU;
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
}
void TMyApplication::GoFromMenuToCredits()
{
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartAppear();
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
DisapplySignalsToMenu();
}
void TMyApplication::GoFromCreditsToMenu()
{
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartDisappear();
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
DisapplySignalsToCredits();
}
void TMyApplication::MarkSetGameLevelPause()
{
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
void TMyApplication::MarkReleaseGameLevelPause()
{
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
void TMyApplication::OpenNextLevel()
{
Menu.OpenNextLevel();
}
bool TMyApplication::IsLoaded()
{
return Loaded;
}
bool TMyApplication::IsInited()
{
return Inited;
}
void TMyApplication::SetGameLevelScreenScale()
{
if ((((float)Renderer->GetScreenWidth())/((float)Renderer->GetScreenHeight())) >= levelScreenRatio)
{
levelScreenHeight = (float)Renderer->GetScreenHeight();
levelScreenWidth = levelScreenHeight * levelScreenRatio;
} else
{
levelScreenWidth = (float)Renderer->GetScreenWidth();
levelScreenHeight = levelScreenWidth / levelScreenRatio;
}
}
float TMyApplication::GetGameLevelScreenWidth()
{
return levelScreenWidth;
}
float TMyApplication::GetGameLevelScreenHeight()
{
return levelScreenHeight;
}
void TMyApplication::InnerOnMouseDown(TMouseState& mouseState) {
/*
if (mouseState.LeftButtonPressed) {
if ((float)mouseState.X >= (Renderer->GetScreenWidth())*0.25f && (float)mouseState.X <= (Renderer->GetScreenWidth())*0.75f && (float)mouseState.Y >= (Renderer->GetScreenHeight())*0.25f && (float)mouseState.Y <= (Renderer->GetScreenHeight())*0.75f) {
// some tmp code
Application->GoFromMenuToGame(1);
}
}
*/
OnTapDownSignal(Vector2f(mouseState.X, ((Renderer->GetScreenHeight()) - mouseState.Y))); // Temp mouse down action for WIN32
}
void TMyApplication::InnerOnMouseMove(TMouseState& mouseState) {
}
void TMyApplication::EffectsInit() {
boost::property_tree::ptree JSONsource;
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boost::property_tree::ptree JSONconfig = SE::ReadJsonFile(ST::PathToResources + "config.json");
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std::string effectJSON;
// LEFT
effectJSON = JSONconfig.get<std::string>("lefteffect");
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//boost::property_tree::json_parser::read_json(ST::PathToResources + effectJSON, JSONsource);
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
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lsparkler.parse(JSONsource); // parse JSON
lsparkler.load(); // load textures
// RIGHT
effectJSON = JSONconfig.get<std::string>("righteffect");
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JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
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rsparkler.parse(JSONsource);
rsparkler.load();
// TOP
effectJSON = JSONconfig.get<std::string>("topeffect");
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JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
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tsparkler.parse(JSONsource);
tsparkler.load();
// BOTTOM
effectJSON = JSONconfig.get<std::string>("boteffect");
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JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
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bsparkler.parse(JSONsource);
bsparkler.load();
// Level finish
effectJSON = JSONconfig.get<std::string>("lvlFinish");
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JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
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lvlFirework.parse(JSONsource);
lvlFirework.load();
float width = Renderer->GetScreenWidth();
float height = Renderer->GetScreenHeight();
lsparkler.setCoords({ width / 2, height / 2, 0 });
rsparkler.setCoords({ width / 2, height / 2, 0 });
tsparkler.setCoords({ width / 2, height / 2, 0 });
bsparkler.setCoords({ width / 2, height / 2, 0 });
lvlFirework.setCoords({ width / 2, 0, 0 });
}
void TMyApplication::EffectsUpdate(size_t dt) {
lsparkler.update(dt / 1000.f);
rsparkler.update(dt / 1000.f);
tsparkler.update(dt / 1000.f);
bsparkler.update(dt / 1000.f);
lvlFirework.update(dt / 1000.f);
}
void TMyApplication::EffectsDraw() {
lsparkler.draw();
rsparkler.draw();
tsparkler.draw();
bsparkler.draw();
lvlFirework.draw();
}
void TMyApplication::hitSpark(std::string direct,Vector2f Pos) {
if (direct == "left") {
lsparkler.setCoords({ Pos(0),Pos(1),0 });
lsparkler.stopSpawn();
lsparkler.startSpawn();
}
if (direct == "right") {
rsparkler.setCoords({ Pos(0),Pos(1),0 });
rsparkler.stopSpawn();
rsparkler.startSpawn();
}
if (direct == "up") {
tsparkler.setCoords({ Pos(0),Pos(1),0 });
tsparkler.stopSpawn();
tsparkler.startSpawn();
}
if (direct == "down") {
bsparkler.setCoords({ Pos(0),Pos(1),0 });
bsparkler.stopSpawn();
bsparkler.startSpawn();
}
}
void TMyApplication::fireworkEffect() {
lvlFirework.stopSpawn();
lvlFirework.startSpawn();
}
void TMyApplication::SetButtonsAction () {
auto backBtn = ResourceManager->newGuiManager.findWidgetByName("backButton");
if (backBtn) {
backBtn->onMouseDownSignal.connect([this, backBtn](Vector2f pos, int touchNumber) {
this->GameLevel->SetPause();
this->GameLevel->PrevLevelStateIsStandby = true;
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});
}
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}