double-hit-balls/game/gamecode.h

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#ifndef GAMECODE_H_INCLUDED
#define GAMECODE_H_INCLUDED
#include "include/Engine.h"
#include "game_area_interface.h"
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//#include "galaxy_menu.h"
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#include <list>
using namespace SE;
const int CONST_BRICKSTATE_VISIBLE = 3;
const int CONST_BRICKSTATE_DISAPPEAR = 2;
const int CONST_BRICKSTATE_INVISIBLE = 1;
const int CONST_BRICKSTATE_APPEAR = 0;
const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
const float CONST_BRICK_APPEAR_TIME = 200.f;
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const int CONST_BRICKMATRIX_WIDTH = 12; // 12
const int CONST_BRICKMATRIX_HEIGHT = 13; // 13
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const float CONST_BRICK_WIDTH = 38.65f;
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const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
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const float CONST_BRICK_SHIFT_X = 8.2f;
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const float CONST_BRICK_SHIFT_Y = -16.f;
const float CONST_BONUS_APPEAR_TIME = 400.f;
const float CONST_BONUS_FALL_SPEED = 100.f;
const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
const float CONST_BONUS_FLOOR_TIME = 8000.f;
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const float CONST_BONUS_FLOOR_APPEAR_SPEED = 80.f;
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const int CONST_BONUS_TYPE_MULTIPLIER = 0;
const int CONST_BONUS_TYPE_GOTHROUGH = 1;
const int CONST_BONUS_TYPE_FLOOR = 2;
class TBrick
{
protected:
int InitialLocked;
int Locked; //0, 1 or 2
int State;
float StateTimer;
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Vector4f Color;
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public:
TBrick();
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void SetVisible(Vector4f color, int locked);
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void SetInvisible();
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void TryDrawAppear(int ipos, int jpos, int screenWidth);
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void Update(size_t dt);
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Vector2f GetPosFrom(int ipos, int jpos, int screenWidth);
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Vector4f GetColor();
void Appear(Vector4f color, int locked);
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void Appear();
void Hit();
void Disappear();
int GetLocked();
bool CanReact();
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bool IsAppear();
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};
class TBonusFalling
{
protected:
float Lifetime;
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Vector2f Pos;
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std::string TexName;
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
public:
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TBonusFalling(Vector2f pos);
Vector2f GetPos();
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int GetType();
void Draw();
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void Update(size_t dt);
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};
struct TBall
{
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Vector2f Pos;
Vector2f Velocity;
Vector4f Color;
std::list<Vector2f> TalePos;
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Vector2f BallInBlock;
Vector2f PrevBallInBlock;
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TBall(Vector2f pos, Vector2f velocity, Vector4f color);
Vector2f GetPos();
Vector2f GetVelocityVector();
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void Go();
void ReflectToLeft();
void ReflectToRight();
void ReflectToUp();
void ReflectToDown();
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void TryReflectOnReflector(Vector2f refPos);
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void Update(size_t dt);
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};
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typedef std::pair<Vector4f, std::string> PairColorTexture;
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struct TBlockInstansingList
{
//color-texture ---> and list of triangles for this color
std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
};
struct TBallInstancingList
{
std::map<int, TTriangleList> BallAndGlowList;
};
class TGameLevel : public TGameAreaAncestor
{
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friend class TMyApplication;
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friend class GalaxyMenu;
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protected:
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float lvlWidth;
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float lvlHeight;
float verOffset;
float horOffset;
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std::string BkgTexture;
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//std::string LevelScreenTexture;
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std::string LevelFileName;
int levelIndex;
int levelStar;
GLuint prerenderedImage;
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Vector2f ReflectorPos;
std::string levelName;
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int LevelState;
bool PrevLevelStateIsStandby;
float StateTimer;
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
TBlockInstansingList BlockInstansingList;
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bool TapInBackBtnArea(const Vector2f& pos);
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void ReloadBlockInstansingList(int screenWidth);
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void SetFinished();
void SetFinishFreeze();
void DrawBuffer();
void DrawPauseButtons();
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void DrawBallInstancingList(bool blackAndWhite);
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void drawOutline(int screenWidth, int screenHeight);
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bool RenderBufferReady;
float OutScale;
float OutScaleVelocity;
void TryGoToMenu();
std::list<TBonusFalling> BonusFallingList;
std::list<TBall> BallList;
TBallInstancingList BallInstancingList;
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Vector4f BallColor;
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void ReloadBallInstancingList();
void RefreshBallInstancingList();
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void UpdateBallList(size_t dt);
void MultiplyBalls(Vector2f pos, Vector2f velocity);
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Vector2f GetBlock(const Vector2f& pos);
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void InitLevel(int screenWidth, int screenHeight);
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float BonusGothroughTimer;
float BonusFloorTimer;
float BonusFloorPosY;
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Vector4f ParseColor(const std::string& s);
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void ReloadLevel();
public:
TGameLevel(int levelStar, int levelIndex);
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~TGameLevel();
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static bool XXX;
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void FillWithFile(const std::string& filename);
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//void setBackground(const std::string& assignedShutterstock);
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//void SetLevelScale();
//Vector2f GetLevelScale();
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int getStarIndex();
int getLevelIndex();
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void SetStandBy();
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void SetLoading();
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bool IsLoaded();
virtual void Draw();
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void InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight, bool blackAndWhite);
void DrawSnapshot(const std::string& assignedSnapshotFrameBuffer, bool blackAndWhite);
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void SetPause();
bool IsPaused();
void ReleasePause();
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virtual void Update(size_t dt);
virtual void OnTapDown(Vector2f pos);
virtual void OnTapUp(Vector2f pos);
virtual void OnFling(Vector2f slideSpeed);
virtual void OnScroll(Vector2f shift);
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};
#endif