206 lines
4.6 KiB
C
206 lines
4.6 KiB
C
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#ifndef GAMECODE_H_INCLUDED
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#define GAMECODE_H_INCLUDED
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#include "include/Engine.h"
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#include "game_area_interface.h"
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#include <list>
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using namespace SE;
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const int CONST_BRICKSTATE_VISIBLE = 3;
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const int CONST_BRICKSTATE_DISAPPEAR = 2;
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const int CONST_BRICKSTATE_INVISIBLE = 1;
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const int CONST_BRICKSTATE_APPEAR = 0;
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const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
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const float CONST_BRICK_APPEAR_TIME = 200.f;
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const int CONST_BRICKMATRIX_WIDTH = 12;
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const int CONST_BRICKMATRIX_HEIGHT = 13;
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const float CONST_BRICK_WIDTH = 37.5f;
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const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
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const float CONST_BRICK_SHIFT_X = 15.f;
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const float CONST_BRICK_SHIFT_Y = -16.f;
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const float CONST_BONUS_APPEAR_TIME = 400.f;
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const float CONST_BONUS_FALL_SPEED = 100.f;
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const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
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const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
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const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
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const float CONST_BONUS_FLOOR_TIME = 8000.f;
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const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
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const int CONST_BONUS_TYPE_MULTIPLIER = 0;
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const int CONST_BONUS_TYPE_GOTHROUGH = 1;
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const int CONST_BONUS_TYPE_FLOOR = 2;
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class TBrick
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{
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protected:
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int InitialLocked;
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int Locked; //0, 1 or 2
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int State;
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float StateTimer;
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vec4 Color;
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public:
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TBrick();
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void SetVisible(vec4 color, int locked);
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void SetInvisible();
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void TryDrawAppear(int ipos, int jpos);
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void Update(cardinal dt);
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vec2 GetPosFrom(int ipos, int jpos);
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vec4 GetColor();
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void Appear(vec4 color, int locked);
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void Appear();
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void Hit();
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void Disappear();
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int GetLocked();
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bool CanReact();
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};
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class TBonusFalling
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{
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protected:
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float Lifetime;
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vec2 Pos;
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std::string TexName;
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int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
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public:
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TBonusFalling(vec2 pos);
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vec2 GetPos();
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int GetType();
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void Draw();
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void Update(cardinal dt);
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};
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struct TBall
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{
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vec2 Pos;
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vec2 Velocity;
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vec4 Color;
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std::list<vec2> TalePos;
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vec2 BallInBlock;
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vec2 PrevBallInBlock;
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TBall(vec2 pos, vec2 velocity, vec4 color);
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vec2 GetPos();
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vec2 GetVelocityVector();
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void Go();
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void ReflectToLeft();
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void ReflectToRight();
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void ReflectToUp();
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void ReflectToDown();
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void TryReflectOnReflector(vec2 refPos);
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void Update(cardinal dt);
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};
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typedef std::pair<vec4, std::string> PairColorTexture;
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struct TBlockInstansingList
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{
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//color-texture ---> and list of triangles for this color
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std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
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};
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struct TBallInstancingList
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{
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std::map<int, TTriangleList> BallAndGlowList;
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};
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class TGameLevel : public TGameAreaAncestor
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{
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protected:
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std::string BkgTexture;
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std::string LevelScreenTexture;
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std::string LevelFileName;
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vec2 ReflectorPos;
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int LevelState;
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bool PrevLevelStateIsStandby;
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float StateTimer;
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TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
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TBlockInstansingList BlockInstansingList;
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bool TapInBackBtnArea(const vec2& pos);
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void ReloadBlockInstansingList();
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void SetFinished();
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void SetFinishFreeze();
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void DrawBuffer();
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void DrawPauseButtons();
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void DrawBallInstancingList();
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bool RenderBufferReady;
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float OutScale;
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float OutScaleVelocity;
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void TryGoToMenu();
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std::list<TBonusFalling> BonusFallingList;
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std::list<TBall> BallList;
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TBallInstancingList BallInstancingList;
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vec4 BallColor;
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void ReloadBallInstancingList();
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void RefreshBallInstancingList();
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void UpdateBallList(cardinal dt);
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void MultiplyBalls(vec2 pos, vec2 velocity);
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vec2 GetBlock(const vec2& pos);
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void InitLevel();
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float BonusGothroughTimer;
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float BonusFloorTimer;
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float BonusFloorPosY;
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vec4 ParseColor(const std::string& s);
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void ReloadLevel();
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public:
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TGameLevel();
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~TGameLevel();
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void FillWithFile(const std::string& filename);
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void SetStandBy();
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void SetLoading(const std::string& bkg, const std::string& levelscreen);
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bool IsLoaded();
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virtual void Draw();
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void SetPause();
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bool IsPaused();
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void ReleasePause();
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virtual void Update(cardinal dt);
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virtual void OnTapDown(vec2 pos);
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virtual void OnTapUp(vec2 pos);
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virtual void OnFling(vec2 slideSpeed);
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virtual void OnScroll(vec2 shift);
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};
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#endif
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