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# include "gamecode.h"
# include "main_code.h"
using namespace SE ;
//const std::string fendl = "\x0D\x0A"; //Windows-style, for files
const int CONST_REFLECTOR_WIDTH = 210 ;
const int CONST_REFLECTOR_HEIGHT = 45 ;
const int CONST_LEVELSTATE_STANDBY = 0 ;
const int CONST_LEVELSTATE_PLAYING = 1 ;
const int CONST_LEVELSTATE_GO_TO_PAUSE = 2 ;
const int CONST_LEVELSTATE_PAUSE = 3 ;
const int CONST_LEVELSTATE_LOADING = 4 ;
const int CONST_LEVELSTATE_NODRAW = 5 ;
const int CONST_LEVELSTATE_FINISH_FREEZE = 6 ;
const int CONST_LEVELSTATE_FINISHED = 7 ;
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const int CONST_LEVELSTATE_SNAPSHOTTING = 8 ;
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const float CONST_TIMER_LOADING = 150.f ;
const float CONST_PAUSE_APPEAR_TIME = 150.f ;
const float CONST_FINISH_FREEZE_TIME = 4000.f ; // 1000.f
const float CONST_FINISHING_TIME = 250.f ;
const float CONST_BALL_VELOCITY = 200.f ;
const Vector2f CONST_SLIDE_UP_POS ( 240.f , 64.f ) ;
const Vector2f CONST_TAP_TO_CONTINUE_POS ( 240.f , 200.f ) ;
const float CONST_BACK_BTN_WIDTH = 256.f ;
const float CONST_BACK_BTN_HEIGHT = 64.f ;
bool operator < ( const PairColorTexture & p1 , const PairColorTexture & p2 )
{
if ( p1 . second = = p2 . second )
{
if ( p1 . first ( 0 ) = = p2 . first ( 0 ) )
{
if ( p1 . first ( 1 ) = = p2 . first ( 1 ) )
{
if ( p1 . first ( 2 ) = = p2 . first ( 2 ) )
{
return p1 . first ( 3 ) < p2 . first ( 3 ) ;
}
else
{
return p1 . first ( 2 ) < p2 . first ( 2 ) ;
}
}
else
{
return p1 . first ( 1 ) < p2 . first ( 1 ) ;
}
}
else
{
return p1 . first ( 0 ) < p2 . first ( 0 ) ;
}
}
return ( p1 . second < p2 . second ) ;
}
TBrick : : TBrick ( )
: State ( CONST_BRICKSTATE_VISIBLE )
, StateTimer ( 0.f )
, Color ( Vector4f ( 0.f , 0.f , 0.f , 1.f ) )
, Locked ( 0 )
, InitialLocked ( 0 )
{
}
void TBrick : : SetVisible ( Vector4f color , int locked )
{
State = CONST_BRICKSTATE_VISIBLE ;
Color = color ;
InitialLocked = locked ;
Locked = InitialLocked ;
}
void TBrick : : SetInvisible ( )
{
State = CONST_BRICKSTATE_INVISIBLE ;
}
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void TBrick : : TryDrawAppear ( int ipos , int jpos , int screenWidth )
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{
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Vector2f centerPos = GetPosFrom ( ipos , jpos , screenWidth ) ;
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float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
Vector2f blockHalfSize = Vector2f ( 0.5f * CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) , 0.5f * CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ;
std : : string texName ;
if ( Locked = = 2 )
{
texName = CONST_BLOCK_TEXTURE3 ;
}
else if ( Locked = = 1 )
{
texName = CONST_BLOCK_TEXTURE2 ;
}
else
{
texName = CONST_BLOCK_TEXTURE1 ;
}
if ( State = = CONST_BRICKSTATE_DISAPPEAR )
{
RenderUniform1f ( " Transparency " , StateTimer / CONST_BRICK_DISAPPEAR_TIME ) ;
RenderUniform4fv ( " BrickColor " , ( Color . data ( ) ) ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ texName ] ) ;
Renderer - > DrawRect ( centerPos - blockHalfSize , centerPos + blockHalfSize ) ;
}
else if ( State = = CONST_BRICKSTATE_APPEAR )
{
RenderUniform1f ( " Transparency " , 1.f - StateTimer / CONST_BRICK_APPEAR_TIME ) ;
RenderUniform4fv ( " BrickColor " , Color . data ( ) ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ texName ] ) ;
Renderer - > DrawRect ( centerPos - blockHalfSize , centerPos + blockHalfSize ) ;
}
}
void TBrick : : Update ( size_t dt )
{
if ( State = = CONST_BRICKSTATE_DISAPPEAR )
{
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StateTimer - = dt ;
if ( StateTimer < 0.f )
{
StateTimer = 0.f ;
State = CONST_BRICKSTATE_INVISIBLE ;
}
}
if ( State = = CONST_BRICKSTATE_APPEAR )
{
StateTimer - = dt ;
if ( StateTimer < 0.f )
{
StateTimer = 0.f ;
State = CONST_BRICKSTATE_VISIBLE ;
}
}
}
Vector4f TBrick : : GetColor ( )
{
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return Color ;
}
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Vector2f TBrick : : GetPosFrom ( int ipos , int jpos , int screenWidth )
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{
float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
const Vector2f BorderShift ( CONST_BRICK_SHIFT_X * ( LEVEL_VIEWPORT_WIDTH / 480.f ) , CONST_BRICK_SHIFT_Y * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ;
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Vector2f outlineShift = Vector2f ( ( ( screenWidth - LEVEL_VIEWPORT_WIDTH ) * 0.5f ) , 0.f ) ;
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return outlineShift + BorderShift + Vector2f ( CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) * ipos + 0.5f * CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) , LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) * ( jpos ) - 0.5f * CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ;
}
void TBrick : : Disappear ( )
{
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StateTimer = CONST_BRICK_DISAPPEAR_TIME ;
State = CONST_BRICKSTATE_DISAPPEAR ;
}
void TBrick : : Hit ( )
{
if ( Locked = = 0 )
{
Disappear ( ) ;
}
else
{
Locked - - ;
}
}
void TBrick : : Appear ( Vector4f color , int locked )
{
StateTimer = CONST_BRICK_APPEAR_TIME ;
State = CONST_BRICKSTATE_APPEAR ;
Color = color ;
InitialLocked = locked ;
Locked = InitialLocked ;
}
void TBrick : : Appear ( )
{
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Appear ( Color , InitialLocked ) ;
}
int TBrick : : GetLocked ( )
{
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return Locked ;
}
bool TBrick : : CanReact ( )
{
return ( State = = CONST_BRICKSTATE_VISIBLE ) | | ( State = = CONST_BRICKSTATE_APPEAR ) ;
}
//===========================================
//===========================================
//===========================================
TBonusFalling : : TBonusFalling ( Vector2f pos )
: BonusType ( rand ( ) % 3 )
, Pos ( pos )
, Lifetime ( 0.f )
{
if ( BonusType = = 0 )
{
TexName = CONST_BONUS_MULTIPLIER_TEXTURE ;
}
if ( BonusType = = 1 )
{
TexName = CONST_BONUS_GOTHROUGH_TEXTURE ;
}
if ( BonusType = = 2 )
{
TexName = CONST_BONUS_FLOOR_TEXTURE ;
}
}
Vector2f TBonusFalling : : GetPos ( )
{
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return Pos ;
}
int TBonusFalling : : GetType ( )
{
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return BonusType ;
}
void TBonusFalling : : Draw ( )
{
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Vector2f BonusHalfSize = Vector2f ( 16.f , 16.f ) ;
float transparency = min_t ( Lifetime / CONST_BONUS_APPEAR_TIME , 1.f ) ;
RenderUniform4fv ( " BrickColor " , Vector4f ( 1.0f , 1.0f , 1.0f , 1.0f ) . data ( ) ) ;
RenderUniform1f ( " Transparency " , transparency ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ TexName ] ) ;
Renderer - > DrawRect ( Pos - BonusHalfSize , Pos + BonusHalfSize ) ;
}
void TBonusFalling : : Update ( size_t dt )
{
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Lifetime + = dt ;
Pos ( 1 ) - = dt * CONST_BONUS_FALL_SPEED / 1000.f ;
}
//===========================================
//===========================================
//===========================================
TBall : : TBall ( Vector2f pos , Vector2f velocity , Vector4f color )
: Pos ( pos )
, Velocity ( velocity )
, Color ( color )
{
//must be 5
TalePos . push_back ( Pos ) ;
TalePos . push_back ( Pos ) ;
TalePos . push_back ( Pos ) ;
TalePos . push_back ( Pos ) ;
TalePos . push_back ( Pos ) ;
}
Vector2f TBall : : GetPos ( )
{
return Pos ;
}
Vector2f TBall : : GetVelocityVector ( )
{
return Velocity ;
}
void TBall : : Go ( )
{
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// Velocity = Normalize(Vector2f(2.f, 1.f));
Velocity = Vector2f ( 2.f , 1.f ) . normalized ( ) ;
}
void TBall : : ReflectToLeft ( )
{
Application - > hitSpark ( " left " , Pos ) ;
if ( Velocity ( 0 ) > 0.f )
{
Velocity ( 0 ) = - Velocity ( 0 ) ;
}
}
void TBall : : ReflectToRight ( )
{
Application - > hitSpark ( " right " , Pos ) ;
if ( Velocity ( 0 ) < 0.f )
{
Velocity ( 0 ) = - Velocity ( 0 ) ;
}
}
void TBall : : ReflectToUp ( )
{
Application - > hitSpark ( " up " , Pos ) ;
if ( Velocity ( 1 ) < 0.f )
{
Velocity ( 1 ) = - Velocity ( 1 ) ;
}
}
void TBall : : ReflectToDown ( )
{
Application - > hitSpark ( " down " , Pos ) ;
if ( Velocity ( 1 ) > 0.f )
{
Velocity ( 1 ) = - Velocity ( 1 ) ;
}
}
//function for reflector surface.
float ReflectorPlaneFunction ( float shift )
{
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/* _______
/ \
| |
Something like this
*/
float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
float hRW = ( CONST_REFLECTOR_WIDTH * LEVEL_VIEWPORT_WIDTH / 700.f ) * 0.5f ; // Half Reflector width
float hRPW = hRW * 0.594f ; // Half Reflector plane width
float cRH = CONST_REFLECTOR_HEIGHT * LEVEL_VIEWPORT_HEIGHT / 480.f ; // Current Reflector Height
if ( shift > = - ( hRW ) & & shift < - ( hRPW ) ) {
float t = ( shift + hRW ) / cRH ;
return cRH * 0.29f + ( cRH * 0.71f ) * t ;
}
if ( shift > = - ( hRPW ) & & shift < hRPW ) {
return cRH ;
}
if ( shift > = hRPW & & shift < = hRW ) {
float t = ( hRW - shift ) / cRH ;
return cRH * 0.29f + ( cRH * 0.71 ) * t ;
}
return 0.f ;
}
void TBall : : TryReflectOnReflector ( Vector2f refPos )
{
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float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
const float reflectionShiftY = 13.f ;
const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT * LEVEL_VIEWPORT_HEIGHT / 480.f ;
if ( ( Pos ( 1 ) < reflectionMaxHeight + reflectionShiftY ) & & Pos ( 1 ) > 0.0f & & Velocity ( 1 ) < 0 )
{
float dy = ReflectorPlaneFunction ( Pos ( 0 ) - refPos ( 0 ) ) ;
if ( dy > 0 & & ( dy + reflectionShiftY > Pos ( 1 ) ) )
{
float shift = ( Pos ( 0 ) - refPos ( 0 ) ) / 128.f ;
shift = min_t ( shift , 0.5f ) ;
shift = max_t ( shift , - 0.5f ) ;
//Vector2f n = Normalize(Vector2f(shift, 1.0f));
Vector2f n = Vector2f ( shift , 1.0f ) . normalized ( ) ;
Velocity = Velocity - n * 2.f * ( Velocity ( 0 ) * n ( 0 ) + Velocity ( 1 ) * n ( 1 ) ) ;
if ( ( Velocity ( 1 ) < = 0 ) | | ( fabs ( Velocity ( 0 ) / Velocity ( 1 ) ) > 4.f ) )
{
Velocity ( 0 ) = 4.f * sign ( Velocity ( 0 ) ) ;
Velocity ( 1 ) = 1.f ;
//Velocity = Normalize(Velocity);
Velocity = Velocity . normalized ( ) ;
}
}
}
}
void TBall : : Update ( size_t dt )
{
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Pos + = Velocity * ( CONST_BALL_VELOCITY * dt / 1000.f ) ;
TalePos . push_back ( Pos ) ;
if ( TalePos . size ( ) > 4 )
{
TalePos . erase ( TalePos . begin ( ) ) ;
}
}
//===========================================
//===========================================
//===========================================
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TGameLevel : : TGameLevel ( int levelStar , int levelIndex )
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{
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this - > levelStar = levelStar ;
this - > levelIndex = levelIndex ;
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BkgTexture = " " ;
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RenderBufferReady = false ;
PrevLevelStateIsStandby = false ;
OutScale = 1.f ;
OutScaleVelocity = 0.f ;
StateTimer = 0.f ;
LevelState = CONST_LEVELSTATE_NODRAW ;
BallColor = Vector4f ( 0.2f , 0.8f , 1.0f , 1.0f ) ;
BonusFloorPosY = 0.f ;
}
TGameLevel : : ~ TGameLevel ( )
{
}
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int TGameLevel : : getStarIndex ( )
{
return levelStar ;
}
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int TGameLevel : : getLevelIndex ( )
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{
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return levelIndex ;
}
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void TGameLevel : : ReloadBlockInstansingList ( int screenWidth )
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{
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float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
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std : : map < int , std : : string > ConstTextureBlockMap = boost : : assign : : map_list_of ( 0 , CONST_BLOCK_TEXTURE1 ) ( 1 , CONST_BLOCK_TEXTURE2 ) ( 2 , CONST_BLOCK_TEXTURE3 ) ;
std : : pair < Vector4f , std : : string > tempPair ;
BlockInstansingList . ColorBlockList . clear ( ) ;
for ( int i = 0 ; i < CONST_BRICKMATRIX_WIDTH ; i + + )
{
for ( int j = 0 ; j < CONST_BRICKMATRIX_HEIGHT ; j + + )
{
if ( BlockMatrix [ i ] [ j ] . CanReact ( ) )
{
tempPair . first = BlockMatrix [ i ] [ j ] . GetColor ( ) ;
tempPair . second = ConstTextureBlockMap [ BlockMatrix [ i ] [ j ] . GetLocked ( ) ] ;
std : : list < std : : pair < PairColorTexture , TTriangleList > > : : iterator itr = BlockInstansingList . ColorBlockList . end ( ) ;
for ( auto b = BlockInstansingList . ColorBlockList . begin ( ) ; b ! = BlockInstansingList . ColorBlockList . end ( ) ; + + b )
{
if ( b - > first = = tempPair )
{
itr = b ;
}
}
if ( itr = = BlockInstansingList . ColorBlockList . end ( ) )
{
BlockInstansingList . ColorBlockList . push_back ( std : : pair < PairColorTexture , TTriangleList > ( tempPair , TTriangleList ( ) ) ) ;
itr = BlockInstansingList . ColorBlockList . end ( ) ;
itr - - ;
}
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Vector2f posFrom = BlockMatrix [ i ] [ j ] . GetPosFrom ( i , j , screenWidth ) + Vector2f ( - 0.5f * CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) , - 0.5f * CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ;
Vector2f posTo = BlockMatrix [ i ] [ j ] . GetPosFrom ( i , j , screenWidth ) + Vector2f ( + 0.5f * CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) , + 0.5f * CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ;
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itr - > second . Data + = MakeDataTriangleList ( posFrom , posTo ) ;
}
}
}
for ( auto it = BlockInstansingList . ColorBlockList . begin ( ) ; it ! = BlockInstansingList . ColorBlockList . end ( ) ; + + it )
{
it - > second . RefreshBuffer ( ) ;
}
}
Vector2f TGameLevel : : GetBlock ( const Vector2f & pos )
{
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float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
int x = static_cast < int > ( ( pos ( 0 ) - CONST_BRICK_SHIFT_X * ( LEVEL_VIEWPORT_WIDTH / 480.f ) - ( ( Renderer - > GetScreenWidth ( ) - LEVEL_VIEWPORT_WIDTH ) * 0.5f ) ) / ( CONST_BRICK_WIDTH * ( LEVEL_VIEWPORT_WIDTH / 480.f ) ) ) ;
int y = static_cast < int > ( ( LEVEL_VIEWPORT_HEIGHT + CONST_BRICK_SHIFT_Y * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) - pos ( 1 ) ) / ( CONST_BRICK_HEIGHT * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) ) ) ;
if ( x < 0 )
x = 0 ;
if ( x > CONST_BRICKMATRIX_WIDTH - 1 )
x = CONST_BRICKMATRIX_WIDTH - 1 ;
if ( y < 0 )
y = 0 ;
if ( y > CONST_BRICKMATRIX_HEIGHT - 1 )
y = CONST_BRICKMATRIX_HEIGHT - 1 ;
return Vector2f ( x , y ) ;
}
bool TGameLevel : : TapInBackBtnArea ( const Vector2f & pos )
{
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const float yRatio = Application - > GetGameLevelScreenHeight ( ) / 320.f ;
const float backBtnWidth = CONST_BACK_BTN_WIDTH * Application - > GetGameLevelScreenWidth ( ) / 480.f ;
const float backBtnHeight = CONST_BACK_BTN_HEIGHT * yRatio ;
return ( pos ( 1 ) > Application - > GetGameLevelScreenHeight ( ) - 52.f * yRatio - backBtnHeight ) & & ( pos ( 0 ) > = Renderer - > GetScreenWidth ( ) * 0.5f - backBtnWidth * 0.5f ) & & ( pos ( 0 ) < = Renderer - > GetScreenWidth ( ) * 0.5f + backBtnWidth * 0.5f ) ;
}
void TGameLevel : : SetFinishFreeze ( )
{
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StateTimer = CONST_FINISH_FREEZE_TIME ; // Firework timeline timer
LevelState = CONST_LEVELSTATE_FINISH_FREEZE ;
}
void TGameLevel : : SetFinished ( )
{
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StateTimer = CONST_FINISHING_TIME ;
LevelState = CONST_LEVELSTATE_FINISHED ;
OutScale = 1.f ;
}
Vector4f TGameLevel : : ParseColor ( const std : : string & s )
{
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Vector4f r ;
std : : string ss ( s ) ;
int i = ss . find ( " , " ) ;
int c = toint ( ss . substr ( 0 , i ) ) ;
ss . erase ( 0 , i + 2 ) ;
r ( 0 ) = c / 255.f ;
i = ss . find ( " , " ) ;
c = toint ( ss . substr ( 0 , i ) ) ;
ss . erase ( 0 , i + 2 ) ;
r ( 1 ) = c / 255.f ;
i = ss . find ( " , " ) ;
c = toint ( ss . substr ( 0 , i ) ) ;
ss . erase ( 0 , i + 2 ) ;
r ( 2 ) = c / 255.f ;
//c = toint(ss);
//r(3) = c / 255.f;
i = ss . find ( " \r " ) ;
c = toint ( ss . substr ( 0 , i ) ) ;
ss . erase ( 0 , i + 2 ) ;
r ( 3 ) = c / 255.f ;
return r ;
}
void TGameLevel : : ReloadLevel ( )
{
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size_t byteCount ;
boost : : shared_array < char > file = CreateMemFromFile < char > ( LevelFileName , byteCount ) ;
std : : string fileString ( & file [ 0 ] ) ;
char c ;
//int n = 0;
std : : vector < std : : string > rows ;
int rowLen ;
while ( fileString . size ( ) > 0 )
{
rowLen = fileString . find ( SE : : fendl ) ;
rows . push_back ( fileString . substr ( 0 , rowLen ) ) ;
fileString . erase ( 0 , rowLen + 2 ) ;
}
std : : vector < std : : string > : : iterator rowIterator = rows . begin ( ) ;
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if ( BkgTexture ! = " " )
{
ResourceManager - > TexList . DeleteTexture ( BkgTexture ) ;
}
BkgTexture = * rowIterator ;
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# ifdef NDEBUG
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ResourceManager - > TexList . AddTexture ( " level_background/ " + BkgTexture ) ;
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# else
ResourceManager - > TexList . AddTexture ( " level_background/debug/ " + BkgTexture ) ;
# endif
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+ + rowIterator ;
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BallColor = ParseColor ( * rowIterator ) ;
+ + rowIterator ;
std : : vector < Vector4f > colors ;
Vector4f tc ;
while ( * rowIterator ! = " Colormap " )
{
tc = ParseColor ( * rowIterator ) ;
colors . push_back ( tc ) ;
+ + rowIterator ;
}
std : : vector < std : : string > : : iterator rowColorIterator ;
std : : vector < std : : string > : : iterator rowLockIterator ;
rowColorIterator = rowIterator + 1 ;
rowLockIterator = rowColorIterator + 14 ;
for ( int j = 0 ; j < CONST_BRICKMATRIX_HEIGHT ; j + + )
{
for ( int i = 0 ; i < CONST_BRICKMATRIX_WIDTH ; i + + )
{
c = ( * rowLockIterator ) [ i ] ;
if ( c = = 0x30 )
{
BlockMatrix [ i ] [ j ] . SetInvisible ( ) ;
}
else
{
BlockMatrix [ i ] [ j ] . Appear ( colors [ ( * rowColorIterator ) [ i ] - 0x30 ] , ( c - 0x30 ) - 1 ) ;
}
}
rowLockIterator + + ;
rowColorIterator + + ;
}
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ReloadBlockInstansingList ( Renderer - > GetScreenWidth ( ) ) ;
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}
/*
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void TGameLevel : : setBackground ( const std : : string & textureName )
{
BkgTexture = textureName ;
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} */
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void TGameLevel : : FillWithFile ( const std : : string & filename )
{
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levelName = GetFileNameWithoutExt ( filename ) ;
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LevelFileName = filename ;
ReloadLevel ( ) ;
}
void TGameLevel : : SetStandBy ( )
{
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ReloadLevel ( ) ;
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InitLevel ( Renderer - > GetScreenWidth ( ) , Renderer - > GetScreenHeight ( ) ) ;
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LevelState = CONST_LEVELSTATE_STANDBY ;
}
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void TGameLevel : : SetLoading ( )
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{
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InitLevel ( Renderer - > GetScreenWidth ( ) , Renderer - > GetScreenHeight ( ) ) ;
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StateTimer = CONST_TIMER_LOADING ;
LevelState = CONST_LEVELSTATE_LOADING ;
}
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void TGameLevel : : InitLevel ( int screenWidth , int screenHeight )
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{
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float LEVEL_VIEWPORT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
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ReflectorPos = Vector2f ( screenWidth * 0.5f , 16 * LEVEL_VIEWPORT_HEIGHT / 320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f ) ;
Vector2f ballPos = Vector2f ( screenWidth * 0.5f , 80 * LEVEL_VIEWPORT_HEIGHT / 320.f ) ;
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BallList . clear ( ) ;
BallList . push_back ( TBall ( ballPos , Vector2f ( 0 , 0 ) , BallColor ) ) ;
BallList . begin ( ) - > BallInBlock = GetBlock ( ballPos ) ;
BallList . begin ( ) - > PrevBallInBlock = BallList . begin ( ) - > BallInBlock ;
BonusGothroughTimer = 0.f ;
BonusFloorTimer = 0.f ;
BonusFallingList . clear ( ) ;
RenderBufferReady = false ;
ReloadBallInstancingList ( ) ;
BonusFloorPosY = 0.f ;
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ReloadBlockInstansingList ( screenWidth ) ;
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}
bool TGameLevel : : IsLoaded ( )
{
return ( LevelState = = CONST_LEVELSTATE_STANDBY ) ;
}
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void TGameLevel : : drawOutline ( int screenWidth , int screenHeight ) {
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glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ " black_square " ] ) ;
Renderer - > DrawRect (
Vector2f (
0.0f ,
0.0f
) ,
Vector2f (
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( screenWidth - Application - > GetGameLevelScreenWidth ( ) ) * 0.5f ,
screenHeight
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)
) ;
Renderer - > DrawRect (
Vector2f (
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screenWidth - ( screenWidth - Application - > GetGameLevelScreenWidth ( ) ) * 0.5f ,
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0.f
) ,
Vector2f (
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screenWidth ,
screenHeight
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)
) ;
}
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void TGameLevel : : DrawSnapshot ( const std : : string & assignedSnapshotFrameBuffer , bool blackAndWhite )
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{
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InitLevel ( 768 , 480 ) ;
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int prevState = LevelState ;
LevelState = CONST_LEVELSTATE_SNAPSHOTTING ;
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InnerDraw ( 768 , 480 , 768 , 480 , blackAndWhite ) ;
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LevelState = prevState ;
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std : : string texName = levelName + " _prerender " ;
if ( blackAndWhite )
{
texName + = " _blackandwhite " ;
}
prerenderedImage = ResourceManager - > FrameManager . GetFrameTextureCopy ( assignedSnapshotFrameBuffer , texName ) ;
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}
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void TGameLevel : : Draw ( )
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{
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InnerDraw ( Renderer - > GetScreenWidth ( ) , Renderer - > GetScreenHeight ( ) , Renderer - > GetMatrixWidth ( ) , Renderer - > GetMatrixHeight ( ) , false ) ;
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}
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void TGameLevel : : InnerDraw ( int screenWidth , int screenHeight , int matrixWidth , int matrixHeight , bool blackAndWhite )
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{
// Scaling math
float tSW = Application - > GetGameLevelScreenWidth ( ) ; // Screen Width
float tSH = Application - > GetGameLevelScreenHeight ( ) ; // Screen Height
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float xlOffset = ( screenWidth - tSW ) * 0.5f ; // Level Screen x-offset
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float ylOffset = 0.f ;
float lrFBO = 4 * tSH / 320.f ; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * ( static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalHeight ( CONST_WALL_UP_TEXTURE ) ) / static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalWidth ( CONST_WALL_UP_TEXTURE ) ) ) ; // up Wall Texture Width
float lWTW = ( static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalWidth ( CONST_WALL_LEFT_TEXTURE ) ) / static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalHeight ( CONST_WALL_LEFT_TEXTURE ) ) ) * ( tSH - uWTW - lrFBO ) ; // left Wall Texture Width
float rWTW = lWTW ; // right Wall Texture Width
float bWTO = ( lWTW + rWTW ) * 0.5f ; // bonus Wall x-Offset
float bWTW = ( tSW - bWTO ) * ( static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalHeight ( CONST_WALL_BONUS_TEXTURE ) ) / static_cast < float > ( ResourceManager - > TexList . GetTextureOriginalWidth ( CONST_WALL_BONUS_TEXTURE ) ) ) ; // bonus Wall Texture Width
if ( LevelState = = CONST_LEVELSTATE_NODRAW )
{
CheckGlError ( ) ;
return ;
}
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if ( LevelState = = CONST_LEVELSTATE_LOADING )
{
Renderer - > PushMatrix ( ) ;
float scale = 1.f - 0.5f * StateTimer / CONST_TIMER_LOADING ;
if ( scale < 0.5f )
scale = 0.5f ;
if ( scale > 1.f )
scale = 1.f ;
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Renderer - > TranslateMatrix ( Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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Renderer - > ScaleMatrix ( scale ) ;
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Renderer - > TranslateMatrix ( - Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ levelName + " _prerendered " ] ) ;
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Renderer - > DrawRect ( Vector2f ( xlOffset , ylOffset ) , Vector2f ( xlOffset + tSW , ylOffset + tSH ) , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ; // Game Screen Scale
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Renderer - > PopMatrix ( ) ;
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CheckGlError ( ) ;
return ;
}
bool mustShowButtons = ( ( LevelState = = CONST_LEVELSTATE_PAUSE ) | | ( LevelState = = CONST_LEVELSTATE_GO_TO_PAUSE ) ) ;
bool pause = ( mustShowButtons | | ( LevelState = = CONST_LEVELSTATE_FINISHED ) ) ;
bool renderBufferReady = RenderBufferReady ;
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if ( pause & & renderBufferReady )
{
//See also below (same method)
Renderer - > PushMatrix ( ) ;
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Renderer - > TranslateMatrix ( Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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Renderer - > ScaleMatrix ( OutScale ) ;
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Renderer - > TranslateMatrix ( - Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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DrawBuffer ( ) ;
if ( mustShowButtons )
{
DrawPauseButtons ( ) ;
}
Renderer - > PopMatrix ( ) ;
CheckGlError ( ) ;
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drawOutline ( screenWidth , screenHeight ) ;
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return ;
}
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if ( pause & & ! renderBufferReady )
{
Renderer - > SwitchToFrameBuffer ( " LevelBuffer " ) ;
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Renderer - > SetProjectionMatrix ( screenWidth , screenHeight ) ;
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glClearColor ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ) ;
CheckGlError ( ) ;
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}
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// Level background
// :::::::::::
float bkgTW = ( float ) ResourceManager - > TexList . GetTextureOriginalWidth ( BkgTexture ) ;
float bkgTH = ( float ) ResourceManager - > TexList . GetTextureOriginalHeight ( BkgTexture ) ;
float bkgSW ; // Background Secreen Width
float bkgSH ; // Background Secreen Height
float bkgSWO ; // Background Secreen Width Offset
float bkgSHO ; // Background Secreen Height Offset
if ( ( bkgTW / bkgTH ) > = 1.6f /*screen ratio*/ ) {
bkgSW = ( tSH / bkgTH ) * bkgTW ;
bkgSH = tSH ;
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bkgSWO = ( ( ( float ) screenWidth ) - bkgSW ) * 0.5f ;
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bkgSHO = ylOffset ;
} else {
bkgSH = ( tSW / bkgTW ) * bkgTH ;
bkgSW = tSW ;
bkgSWO = xlOffset ;
bkgSHO = ylOffset ;
}
// :::::::::::
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* SE : : Console < < BkgTexture ;
* SE : : Console < < std : : to_string ( ResourceManager - > TexList [ BkgTexture ] ) ;
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glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ BkgTexture ] ) ;
//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
Renderer - > DrawRect ( Vector2f ( bkgSWO , bkgSHO ) , Vector2f ( bkgSWO + bkgSW , bkgSHO + bkgSH ) , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
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//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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std : : list < TBall > : : iterator iBall ;
Renderer - > PushShader ( " BrickShader " ) ;
for ( int i = 0 ; i < CONST_BRICKMATRIX_WIDTH ; i + + )
{
for ( int j = 0 ; j < CONST_BRICKMATRIX_HEIGHT ; j + + )
{
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BlockMatrix [ i ] [ j ] . TryDrawAppear ( i , j , screenWidth ) ; //Draws only appearing/disappearing blocks
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}
}
RenderUniform1f ( " Transparency " , 1.f ) ;
std : : list < std : : pair < PairColorTexture , TTriangleList > > : : iterator colorBlockIterator ;
for ( colorBlockIterator = BlockInstansingList . ColorBlockList . begin ( ) ; colorBlockIterator ! = BlockInstansingList . ColorBlockList . end ( ) ; + + colorBlockIterator )
{
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Vector4f color = colorBlockIterator - > first . first ;
if ( blackAndWhite )
{
float c = ( color ( 0 ) * 0.3 + color ( 1 ) * 0.59 + color ( 2 ) * 0.11 ) ;
color ( 0 ) = c ;
color ( 1 ) = c ;
color ( 2 ) = c ;
}
RenderUniform4fv ( " BrickColor " , color . data ( ) ) ;
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glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ colorBlockIterator - > first . second ] ) ;
Renderer - > DrawTriangleList ( colorBlockIterator - > second ) ;
}
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std : : list < TBonusFalling > : : iterator iBonus ;
for ( iBonus = BonusFallingList . begin ( ) ; iBonus ! = BonusFallingList . end ( ) ; + + iBonus )
{
iBonus - > Draw ( ) ;
}
Application - > EffectsDraw ( ) ;
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DrawBallInstancingList ( blackAndWhite ) ;
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Renderer - > PopShader ( ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_REFLECTOR_TEXTURE ] ) ;
float xRW = 210.f * tSW / 700.f ; // x Reflector Width
float yRH = 45.f * tSH / 480.f ; // y Reflector Height
Renderer - > DrawRect ( Vector2f ( - xRW * 0.5f , - yRH * 0.5f ) + ReflectorPos , Vector2f ( xRW * 0.5f , yRH * 0.5f ) + ReflectorPos , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
const Vector2f wallUpPos1 ( xlOffset , tSH - ylOffset - uWTW ) ;
const Vector2f wallUpPos2 ( tSW + xlOffset , tSH - ylOffset ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_WALL_UP_TEXTURE ] ) ;
Renderer - > DrawRect ( wallUpPos1 , wallUpPos2 , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
const Vector2f wallLeftPos1 ( xlOffset , lrFBO + ylOffset ) ;
const Vector2f wallLeftPos2 ( lWTW + xlOffset , tSH - ylOffset - ( uWTW * 0.68f ) ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_WALL_LEFT_TEXTURE ] ) ;
Renderer - > DrawRect ( wallLeftPos1 , wallLeftPos2 , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
const Vector2f wallRightPos1 ( tSW + xlOffset - rWTW , lrFBO + ylOffset ) ;
const Vector2f wallRightPos2 ( tSW + xlOffset , tSH - ylOffset - ( uWTW * 0.68f ) ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_WALL_RIGHT_TEXTURE ] ) ;
Renderer - > DrawRect ( wallRightPos1 , wallRightPos2 , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
if ( BonusFloorTimer > 0.f )
{
const Vector2f wallDownPos ( 240.f , BonusFloorPosY ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_WALL_BONUS_TEXTURE ] ) ;
const Vector2f wallBonusPos1 ( bWTO + xlOffset , ylOffset + wallDownPos ( 1 ) - bWTW * 0.5f ) ;
const Vector2f wallBonusPos2 ( tSW + xlOffset - bWTO , ylOffset + wallDownPos ( 1 ) + bWTW * 0.5f ) ;
Renderer - > DrawRect ( wallBonusPos1 , wallBonusPos2 , Vector2f ( 0.f , 0.f ) , Vector2f ( 1.f , 1.f ) ) ;
}
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if ( ! pause & & LevelState ! = CONST_LEVELSTATE_SNAPSHOTTING )
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{
RenderUniform1f ( " Transparency " , 1.f ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_BACK_BTN_TEXTURE ] ) ;
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const Vector2f BackBtnPos ( screenWidth * 0.5f , Application - > GetGameLevelScreenHeight ( ) - 52.f * ( Application - > GetGameLevelScreenHeight ( ) / 320.f ) ) ;
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const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application - > GetGameLevelScreenWidth ( ) / 480.f ;
const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application - > GetGameLevelScreenHeight ( ) / 320.f ;
Renderer - > DrawRect ( Vector2f ( - const_backBtnWidth * 0.5f , - const_backBtnHeight * 0.5f ) + BackBtnPos , Vector2f ( const_backBtnWidth * 0.5f , const_backBtnHeight * 0.5f ) + BackBtnPos ) ;
}
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drawOutline ( screenWidth , screenHeight ) ;
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if ( pause & & ! renderBufferReady )
{
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//ololo
//See also above (same method)
Renderer - > SwitchToScreen ( ) ;
Renderer - > SetFullScreenViewport ( ) ;
Renderer - > PushMatrix ( ) ;
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Renderer - > TranslateMatrix ( Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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Renderer - > ScaleMatrix ( OutScale ) ;
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Renderer - > TranslateMatrix ( - Vector3f ( matrixWidth * 0.5f , matrixHeight * 0.5f , 0 ) ) ;
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DrawBuffer ( ) ;
if ( mustShowButtons )
{
DrawPauseButtons ( ) ;
}
Renderer - > PopMatrix ( ) ;
RenderBufferReady = true ;
CheckGlError ( ) ;
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}
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CheckGlError ( ) ;
}
void TGameLevel : : DrawPauseButtons ( ) //continue from
{
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glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_SLIDE_UP_BTN_TEXTURE ] ) ;
Renderer - > DrawRect ( Vector2f ( - 128.f , - 64.f ) + CONST_SLIDE_UP_POS , Vector2f ( 128.f , 64.f ) + CONST_SLIDE_UP_POS ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_TAP_TO_CONTINUE_BTN_TEXTURE ] ) ;
Renderer - > DrawRect ( Vector2f ( - 128.f , - 128.f ) + CONST_TAP_TO_CONTINUE_POS , Vector2f ( 128.f , 128.f ) + CONST_TAP_TO_CONTINUE_POS ) ;
}
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void TGameLevel : : DrawBallInstancingList ( bool blackAndWhite )
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{
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RenderUniform1f ( " Transparency " , 1.f ) ;
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Vector4f color = BallColor ;
if ( blackAndWhite )
{
float c = ( color ( 0 ) * 0.3 + color ( 1 ) * 0.59 + color ( 2 ) * 0.11 ) ;
color ( 0 ) = c ;
color ( 1 ) = c ;
color ( 2 ) = c ;
}
RenderUniform4fv ( " BrickColor " , color . data ( ) ) ;
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if ( BonusGothroughTimer > 0.f )
{
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_BALLGLOW_TEXTURE ] ) ;
Renderer - > DrawTriangleList ( BallInstancingList . BallAndGlowList [ 1 ] ) ;
}
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > TexList [ CONST_BALL_TEXTURE ] ) ;
Renderer - > DrawTriangleList ( BallInstancingList . BallAndGlowList [ 0 ] ) ;
}
void TGameLevel : : DrawBuffer ( )
{
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Renderer - > PushShader ( " FrameShader " ) ;
float brightness ;
if ( CONST_LEVELSTATE_GO_TO_PAUSE )
{
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME ;
}
else
{
brightness = 0.3f ;
}
RenderUniform1f ( " Brightness " , brightness ) ;
glBindTexture ( GL_TEXTURE_2D , ResourceManager - > FrameManager . GetFrameTexture ( " LevelBuffer " ) ) ;
//Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2);
float x_levelScreenCenter = Renderer - > GetScreenWidth ( ) * 0.5f ;
float y_levelScreenCenter = Renderer - > GetScreenHeight ( ) * 0.5f ;
Vector2f RectPos = Vector2f ( x_levelScreenCenter , y_levelScreenCenter ) ;
Vector2f RectSize = Vector2f ( x_levelScreenCenter , y_levelScreenCenter ) ;
Renderer - > DrawRect ( RectPos - RectSize , RectPos + RectSize ) ;
Renderer - > PopShader ( ) ;
CheckGlError ( ) ;
}
void TGameLevel : : SetPause ( )
{
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OutScaleVelocity = 0.f ;
OutScale = 1.f ;
RenderBufferReady = false ;
LevelState = CONST_LEVELSTATE_GO_TO_PAUSE ;
StateTimer = CONST_PAUSE_APPEAR_TIME ;
Application - > MarkSetGameLevelPause ( ) ;
}
void TGameLevel : : ReleasePause ( )
{
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RenderBufferReady = false ;
if ( PrevLevelStateIsStandby )
{
LevelState = CONST_LEVELSTATE_STANDBY ;
PrevLevelStateIsStandby = false ;
}
else
{
LevelState = CONST_LEVELSTATE_PLAYING ;
}
Application - > MarkReleaseGameLevelPause ( ) ;
}
bool TGameLevel : : IsPaused ( )
{
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return ( ( LevelState = = CONST_LEVELSTATE_PAUSE ) | | ( LevelState = = CONST_LEVELSTATE_GO_TO_PAUSE ) | | ( LevelState = = CONST_LEVELSTATE_FINISHED ) ) ;
}
void TGameLevel : : Update ( size_t dt )
{
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if ( LevelState = = CONST_LEVELSTATE_NODRAW )
{
return ;
}
if ( LevelState = = CONST_LEVELSTATE_GO_TO_PAUSE )
{
StateTimer - = dt ;
if ( StateTimer < = 0.f )
{
StateTimer = 0.f ;
LevelState = CONST_LEVELSTATE_PAUSE ;
}
return ;
}
if ( LevelState = = CONST_LEVELSTATE_PAUSE )
{
OutScale + = OutScaleVelocity * dt ;
TryGoToMenu ( ) ;
CheckGlError ( ) ;
return ;
}
if ( LevelState = = CONST_LEVELSTATE_FINISHED )
{
StateTimer - = dt ;
OutScale = StateTimer / CONST_FINISHING_TIME ;
if ( StateTimer < = 0.f )
{
TryGoToMenu ( ) ;
}
CheckGlError ( ) ;
return ;
}
if ( LevelState = = CONST_LEVELSTATE_LOADING )
{
StateTimer - = dt ;
if ( StateTimer < = 0.f )
{
StateTimer = 0.f ;
RenderBufferReady = false ;
LevelState = CONST_LEVELSTATE_STANDBY ;
}
}
if ( LevelState = = CONST_LEVELSTATE_FINISH_FREEZE )
{
StateTimer - = dt ;
if ( StateTimer < = 0.f )
{
SetFinished ( ) ;
CheckGlError ( ) ;
return ;
}
//To make the whole scene like freeze
dt = static_cast < size_t > ( dt / max_t ( ( CONST_FINISH_FREEZE_TIME - StateTimer ) / 100.f , 1.f ) ) ;
}
if ( BonusGothroughTimer > 0.f )
{
BonusGothroughTimer - = dt ;
BonusGothroughTimer = max_t ( BonusGothroughTimer , 0.f ) ;
}
if ( BonusFloorTimer > 0.f )
{
BonusFloorTimer - = dt ;
BonusFloorTimer = max_t ( BonusFloorTimer , 0.f ) ;
}
UpdateBallList ( dt ) ;
for ( int i = 0 ; i < CONST_BRICKMATRIX_WIDTH ; i + + )
{
for ( int j = 0 ; j < CONST_BRICKMATRIX_HEIGHT ; j + + )
{
BlockMatrix [ i ] [ j ] . Update ( dt ) ;
}
}
std : : list < TBonusFalling > : : iterator iBonus = BonusFallingList . begin ( ) ;
while ( iBonus ! = BonusFallingList . end ( ) )
{
iBonus - > Update ( dt ) ;
if ( ( fabs ( ReflectorPos ( 0 ) - iBonus - > GetPos ( ) ( 0 ) ) < CONST_BONUS_CATCH_DISTANCE_X ) & &
( fabs ( ReflectorPos ( 1 ) - iBonus - > GetPos ( ) ( 1 ) ) < CONST_BONUS_CATCH_DISTANCE_Y ) )
{
int bonusType = iBonus - > GetType ( ) ;
iBonus = BonusFallingList . erase ( iBonus ) ;
if ( bonusType = = CONST_BONUS_TYPE_GOTHROUGH )
{
BonusGothroughTimer = CONST_BONUS_GOTHROUGH_TIME ;
}
else if ( bonusType = = CONST_BONUS_TYPE_MULTIPLIER )
{
Vector2f pos = BallList . begin ( ) - > GetPos ( ) ;
Vector2f velocity = BallList . begin ( ) - > GetVelocityVector ( ) ;
MultiplyBalls ( pos , velocity ) ;
}
else if ( bonusType = = CONST_BONUS_TYPE_FLOOR )
{
BonusFloorTimer = CONST_BONUS_FLOOR_TIME ;
}
}
else if ( iBonus - > GetPos ( ) ( 1 ) < - 15.f )
{
iBonus = BonusFallingList . erase ( iBonus ) ;
}
if ( iBonus ! = BonusFallingList . end ( ) )
{
+ + iBonus ;
}
}
//Bonus floor pos
if ( BonusFloorTimer / CONST_BONUS_GOTHROUGH_TIME < 0.2f )
{
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//Bonus must go down until - 20.f
if ( BonusFloorPosY > - 20.f )
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{
BonusFloorPosY - = CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f ;
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BonusFloorPosY = max_t ( BonusFloorPosY , - 20.f ) ;
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}
}
else
{
//Bonus must go up until 16.f
if ( BonusFloorPosY < 16.f )
{
BonusFloorPosY + = CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f ;
BonusFloorPosY = min_t ( BonusFloorPosY , 16.f ) ;
}
}
bool noMoreBlocks = true ;
for ( int i = 0 ; i < CONST_BRICKMATRIX_WIDTH ; i + + )
{
for ( int j = 0 ; j < CONST_BRICKMATRIX_HEIGHT ; j + + )
{
if ( BlockMatrix [ i ] [ j ] . CanReact ( ) )
{
noMoreBlocks = false ;
}
}
}
if ( noMoreBlocks & & LevelState ! = CONST_LEVELSTATE_FINISH_FREEZE )
{
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Application - > SaveUserProgress ( levelStar , levelIndex ) ;
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Application - > fireworkEffect ( ) ; // Firework start
Application - > OpenNextLevel ( ) ;
Application - > MarkSetGameLevelPause ( ) ;
SetFinishFreeze ( ) ;
CheckGlError ( ) ;
}
if ( BallList . size ( ) = = 0 & & LevelState ! = CONST_LEVELSTATE_FINISH_FREEZE )
{
SetStandBy ( ) ;
}
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}
void TGameLevel : : ReloadBallInstancingList ( )
{
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//Changing this function? Don't forget to change next one!
BallInstancingList . BallAndGlowList . clear ( ) ;
std : : list < TBall > : : iterator i ;
/*
Vector3f p1 ;
Vector3f p2 ;
Vector3f p3 ;
Vector3f p4 ;
Vector2f t1 = Vector2f ( 0.0f , 0.0f ) ;
Vector2f t2 = Vector2f ( 0.0f , 1.0f ) ;
Vector2f t3 = Vector2f ( 1.0f , 1.0f ) ;
Vector2f t4 = Vector2f ( 1.0f , 0.0f ) ;
*/
for ( i = BallList . begin ( ) ; i ! = BallList . end ( ) ; + + i )
{
/*
p1 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( - 8.f , - 8.f , 0.f ) ;
p2 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( - 8.f , + 8.f , 0.f ) ;
p3 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( + 8.f , + 8.f , 0.f ) ;
p4 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( + 8.f , - 8.f , 0.f ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p1 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p2 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p3 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p3 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p4 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p1 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t1 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t2 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t3 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t3 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t4 ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t1 ) ;
*/
BallInstancingList . BallAndGlowList [ 0 ] . Data + = MakeDataTriangleList ( i - > Pos + Vector2f ( - 8.f , - 8.f ) , i - > Pos + Vector2f ( 8.f , 8.f ) ) ;
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + Vector2f(-8.f, -8.f), i->Pos + Vector2f(8.f, 8.f));
//n += 6;
}
std : : list < Vector2f > : : iterator j ;
for ( i = BallList . begin ( ) ; i ! = BallList . end ( ) ; + + i )
{
for ( j = i - > TalePos . begin ( ) ; j ! = i - > TalePos . end ( ) ; + + j )
{
/*
p1 = Vector3f ( * j , 0.f ) + Vector3f ( - 16.f , - 16.f , 0.f ) ;
p2 = Vector3f ( * j , 0.f ) + Vector3f ( - 16.f , + 16.f , 0.f ) ;
p3 = Vector3f ( * j , 0.f ) + Vector3f ( + 16.f , + 16.f , 0.f ) ;
p4 = Vector3f ( * j , 0.f ) + Vector3f ( + 16.f , - 16.f , 0.f ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p1 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p2 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p3 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p3 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p4 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] . push_back ( p1 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t1 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t2 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t3 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t3 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t4 ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] . push_back ( t1 ) ;
*/
BallInstancingList . BallAndGlowList [ 1 ] . Data + = MakeDataTriangleList ( * j + Vector2f ( - 16.f , - 16.f ) , * j + Vector2f ( 16.f , 16.f ) ) ;
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + Vector2f(-16.f, -16.f), *j + Vector2f(16.f, 16.f));
//n += 6;
}
}
//std::map<int, TTriangleList>::iterator it;
auto it = BallInstancingList . BallAndGlowList . begin ( ) ;
for ( ; it ! = BallInstancingList . BallAndGlowList . end ( ) ; + + it )
//for (auto it = BallInstancingList.BallAndGlowList.begin(); it != BallInstancingList.BallAndGlowList.end(); ++it)
{
it - > second . RefreshBuffer ( ) ;
}
}
void TGameLevel : : RefreshBallInstancingList ( )
{
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//Changing this function? Don't forget to change previous one!
/*
Vector3f p1 ;
Vector3f p2 ;
Vector3f p3 ;
Vector3f p4 ;
Vector2f t1 = Vector2f ( 0.0f , 0.0f ) ;
Vector2f t2 = Vector2f ( 0.0f , 1.0f ) ;
Vector2f t3 = Vector2f ( 1.0f , 1.0f ) ;
Vector2f t4 = Vector2f ( 1.0f , 0.0f ) ;
*/
int n = 0 ;
int m = 0 ;
std : : list < TBall > : : iterator i ;
for ( i = BallList . begin ( ) ; i ! = BallList . end ( ) ; + + i )
{
/*
p1 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( - 8.f , - 8.f , 0.f ) ;
p2 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( - 8.f , + 8.f , 0.f ) ;
p3 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( + 8.f , + 8.f , 0.f ) ;
p4 = Vector3f ( i - > Pos , 0.f ) + Vector3f ( + 8.f , - 8.f , 0.f ) ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p1 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p2 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p3 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p3 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p4 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p1 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t1 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t2 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t3 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t3 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t4 ;
BallInstancingList . BallAndGlowList [ 0 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t1 ;
*/
Replace6PointsInTriangleList ( BallInstancingList . BallAndGlowList [ 0 ] . Data , n , i - > Pos + Vector2f ( - 8.f , - 8.f ) , i - > Pos + Vector2f ( 8.f , 8.f ) ) ;
n + = 6 ;
}
std : : list < Vector2f > : : iterator j ;
n = 0 ;
m = 0 ;
for ( i = BallList . begin ( ) ; i ! = BallList . end ( ) ; + + i )
{
for ( j = i - > TalePos . begin ( ) ; j ! = i - > TalePos . end ( ) ; + + j )
{
/*
p1 = Vector3f ( * j , 0.f ) + Vector3f ( - 16.f , - 16.f , 0.f ) ;
p2 = Vector3f ( * j , 0.f ) + Vector3f ( - 16.f , + 16.f , 0.f ) ;
p3 = Vector3f ( * j , 0.f ) + Vector3f ( + 16.f , + 16.f , 0.f ) ;
p4 = Vector3f ( * j , 0.f ) + Vector3f ( + 16.f , - 16.f , 0.f ) ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p1 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p2 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p3 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p3 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p4 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec3CoordArr [ CONST_STRING_POSITION_ATTRIB ] [ n + + ] = p1 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t1 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t2 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t3 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t3 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t4 ;
BallInstancingList . BallAndGlowList [ 1 ] . Vec2CoordArr [ CONST_STRING_TEXCOORD_ATTRIB ] [ m + + ] = t1 ; */
//BallInstancingList.BallAndGlowList[1].Data += MakeDataTriangleList();
Replace6PointsInTriangleList ( BallInstancingList . BallAndGlowList [ 1 ] . Data , n , * j + Vector2f ( - 16.f , - 16.f ) , * j + Vector2f ( 16.f , 16.f ) ) ;
n + = 6 ;
}
}
std : : map < int , TTriangleList > : : iterator it ;
for ( it = BallInstancingList . BallAndGlowList . begin ( ) ; it ! = BallInstancingList . BallAndGlowList . end ( ) ; + + it )
{
it - > second . RefreshBuffer ( ) ;
}
}
void TGameLevel : : UpdateBallList ( size_t dt )
{
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std : : list < TBall > : : iterator iBall ;
float LEVEL_VIEWOPRT_WIDTH = Application - > GetGameLevelScreenWidth ( ) ;
float LEVEL_VIEWPORT_HEIGHT = Application - > GetGameLevelScreenHeight ( ) ;
bool mustReloadBalls = false ;
//If not loaded - force load
if ( BallInstancingList . BallAndGlowList . size ( ) = = 0 )
{
mustReloadBalls = true ;
}
if ( BonusFloorTimer = = 0.f )
{
Vector2f ballPos ;
iBall = BallList . begin ( ) ;
while ( iBall ! = BallList . end ( ) )
{
ballPos = iBall - > GetPos ( ) ;
if ( ballPos ( 1 ) < 0.f )
{
iBall = BallList . erase ( iBall ) ;
mustReloadBalls = true ;
}
if ( iBall ! = BallList . end ( ) )
{
+ + iBall ;
}
}
}
bool blockListChanged = false ;
for ( iBall = BallList . begin ( ) ; iBall ! = BallList . end ( ) ; + + iBall )
{
iBall - > Update ( dt ) ;
Vector2f ballPos = iBall - > GetPos ( ) ;
float xWO = ( Renderer - > GetScreenWidth ( ) - LEVEL_VIEWOPRT_WIDTH ) * 0.5f ; // x Wall Offest
float yWO = ( Renderer - > GetScreenHeight ( ) - LEVEL_VIEWPORT_HEIGHT ) * 0.5f ; // y Wall Offset
if ( ballPos ( 0 ) > ( xWO + LEVEL_VIEWOPRT_WIDTH ) - 15.f * ( LEVEL_VIEWOPRT_WIDTH / 480.f ) )
{
iBall - > ReflectToLeft ( ) ;
}
if ( ballPos ( 0 ) < xWO + 15.f )
{
iBall - > ReflectToRight ( ) ;
}
if ( ballPos ( 1 ) > ( yWO + LEVEL_VIEWPORT_HEIGHT ) - 16.f * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) )
{
iBall - > ReflectToDown ( ) ;
}
if ( BonusFloorTimer > 0.f )
{
if ( ballPos ( 1 ) < yWO + 13.0f * ( LEVEL_VIEWPORT_HEIGHT / 320.f ) )
{
iBall - > ReflectToUp ( ) ;
}
}
iBall - > TryReflectOnReflector ( ReflectorPos ) ;
Vector2f ipos = GetBlock ( ballPos ) ;
if ( ! ( ipos = = iBall - > BallInBlock ) )
{
iBall - > PrevBallInBlock = iBall - > BallInBlock ;
iBall - > BallInBlock = ipos ;
int i = static_cast < int > ( iBall - > BallInBlock ( 0 ) ) ;
int j = static_cast < int > ( iBall - > BallInBlock ( 1 ) ) ;
int iprev = static_cast < int > ( iBall - > PrevBallInBlock ( 0 ) ) ;
int jprev = static_cast < int > ( iBall - > PrevBallInBlock ( 1 ) ) ;
if ( BlockMatrix [ i ] [ j ] . CanReact ( ) )
{
bool canThrowBonus ;
blockListChanged = true ;
if ( BonusGothroughTimer > 0.f )
{
BlockMatrix [ i ] [ j ] . Disappear ( ) ;
canThrowBonus = true ;
}
else
{
canThrowBonus = ( BlockMatrix [ i ] [ j ] . GetLocked ( ) = = 0 ) ;
BlockMatrix [ i ] [ j ] . Hit ( ) ;
}
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Vector2f blockPos = BlockMatrix [ i ] [ j ] . GetPosFrom ( i , j , Renderer - > GetScreenWidth ( ) ) ;
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if ( canThrowBonus & & rand ( ) % 20 = = 0 )
{
BonusFallingList . push_back ( TBonusFalling ( blockPos ) ) ;
}
if ( BonusGothroughTimer = = 0.f )
{
if ( j < jprev )
{
iBall - > ReflectToDown ( ) ;
}
else
if ( j > jprev )
{
iBall - > ReflectToUp ( ) ;
}
else
if ( i < iprev )
{
iBall - > ReflectToRight ( ) ;
}
else
if ( i > iprev )
{
iBall - > ReflectToLeft ( ) ;
}
}
}
}
}
if ( blockListChanged )
{
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ReloadBlockInstansingList ( Renderer - > GetScreenWidth ( ) ) ;
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}
if ( mustReloadBalls )
{
ReloadBallInstancingList ( ) ;
}
else
{
RefreshBallInstancingList ( ) ;
}
}
void TGameLevel : : MultiplyBalls ( Vector2f pos , Vector2f velocity )
{
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//mat2 r;
Matrix2f r ;
Vector2f v ;
for ( int i = - 2 ; i < = 2 ; i + + )
{
float alpha = i * pi / 4.f ;
r ( 0 , 0 ) = cosf ( alpha ) ;
r ( 1 , 0 ) = sinf ( alpha ) ;
r ( 0 , 1 ) = - sinf ( alpha ) ;
r ( 1 , 1 ) = cosf ( alpha ) ;
v = r * velocity ;
v ( 1 ) = max_t ( static_cast < float > ( fabs ( v ( 1 ) ) ) , 0.2f ) * sign ( v ( 1 ) ) ; //Prevent velocityY from being ~= 0
BallList . push_back ( TBall ( pos , v , BallColor ) ) ;
}
ReloadBallInstancingList ( ) ;
}
void TGameLevel : : OnTapDown ( Vector2f pos )
{
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if ( LevelState = = CONST_LEVELSTATE_STANDBY )
{
if ( TapInBackBtnArea ( pos ) )
{
SetPause ( ) ;
PrevLevelStateIsStandby = true ;
}
else
{
LevelState = CONST_LEVELSTATE_PLAYING ;
BallList . begin ( ) - > Go ( ) ;
}
}
else if ( LevelState = = CONST_LEVELSTATE_PLAYING )
{
if ( TapInBackBtnArea ( pos ) )
{
SetPause ( ) ;
}
else if ( fabs ( ReflectorPos ( 0 ) - pos ( 0 ) ) > 64.f )
{
ReflectorPos ( 0 ) = pos ( 0 ) ;
}
}
else if ( LevelState = = CONST_LEVELSTATE_PAUSE )
{
if ( pos ( 1 ) > 128.f )
{
ReleasePause ( ) ;
}
}
}
void TGameLevel : : OnTapUp ( Vector2f pos )
{
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}
void TGameLevel : : OnFling ( Vector2f slideSpeed )
{
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if ( LevelState = = CONST_LEVELSTATE_PAUSE )
{
OutScaleVelocity = slideSpeed ( 1 ) / 320.f ;
}
}
void TGameLevel : : OnScroll ( Vector2f shift )
{
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const float CONST_SCROLL_SCALE = 1.1f ;
if ( LevelState = = CONST_LEVELSTATE_PLAYING | | LevelState = = CONST_LEVELSTATE_STANDBY )
{
ReflectorPos ( 0 ) - = CONST_SCROLL_SCALE * shift ( 0 ) ;
}
else if ( LevelState = = CONST_LEVELSTATE_PAUSE )
{
OutScale + = shift ( 1 ) / 320.f ;
TryGoToMenu ( ) ;
}
}
void TGameLevel : : TryGoToMenu ( )
{
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if ( OutScale < 0.5f )
{
OutScale = 0.5f ;
LevelState = CONST_LEVELSTATE_NODRAW ;
Application - > GoFromGameToMenu ( ) ;
}
if ( OutScale > 1.f )
{
OutScale = 1.f ;
}
}
bool TBrick : : IsAppear ( ) {
if ( State = = CONST_BRICKSTATE_DISAPPEAR )
{
return true ;
}
else
{
return false ;
}
}