some fixes for working with engine master branch
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4673422314
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36 files changed
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+7
-7
@@ -761,7 +761,7 @@ void TGameLevel::Draw()
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Renderer->ScaleMatrix(scale);
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Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
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Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH)); // Game Screen Scale
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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();
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return;
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@@ -805,7 +805,7 @@ void TGameLevel::Draw()
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}
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
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Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH));
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Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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std::list<TBall>::iterator iBall;
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@@ -846,22 +846,22 @@ void TGameLevel::Draw()
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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float xRW = 210.f * tSW/700.f; // x Reflector Width
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float yRH = 45.f * tSH/480.f; // y Reflector Height
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Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRH*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRH*0.5f)+ReflectorPos);
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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));
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const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
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const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
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Renderer->DrawRect(wallUpPos1, wallUpPos2);
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Renderer->DrawRect(wallUpPos1, wallUpPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset);
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const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-uWTW);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
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Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
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Renderer->DrawRect(wallLeftPos1, wallLeftPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset);
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const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-uWTW);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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Renderer->DrawRect(wallRightPos1, wallRightPos2);
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Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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if (BonusFloorTimer>0.f)
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@@ -873,7 +873,7 @@ void TGameLevel::Draw()
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const Vector2f wallBonusPos1(bWTO + xlOffset, ylOffset + wallDownPos(1) - bWTW*0.5f);
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const Vector2f wallBonusPos2(tSW + xlOffset - bWTO, ylOffset + wallDownPos(1) + bWTW*0.5f);
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Renderer->DrawRect(wallBonusPos1, wallBonusPos2);
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Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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}
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+22
-1
@@ -8,6 +8,7 @@
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#include "menucode.h"
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#include "main_code.h"
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#include <boost/property_tree/json_parser.hpp>
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boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
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boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
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@@ -96,6 +97,7 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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@@ -106,6 +108,7 @@ void TMyApplication::InnerInit()
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Renderer->SetFullScreenViewport();
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Application->SetGameLevelScreenScale();
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//GameLevel.SetLevelScale();
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}
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void TMyApplication::InnerDeinit()
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@@ -324,6 +327,7 @@ void TMyApplication::InnerDraw()
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{
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glDisable(GL_DEPTH_TEST);
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sparkler.draw();
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OnDrawSignal();
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@@ -377,6 +381,7 @@ void TMyApplication::InnerUpdate(size_t dt)
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{
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//*SE::Console << "4CONST_GAMESTATE_MENU";
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Menu.Update(dt);
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}
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else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
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{
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@@ -522,4 +527,20 @@ float TMyApplication::GetGameLevelScreenWidth()
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float TMyApplication::GetGameLevelScreenHeight()
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{
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return levelScreenHeight;
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}
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}
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void TMyApplication::InnerOnMouseDown(TMouseState& mouseState) {
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/*
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if (mouseState.LeftButtonPressed) {
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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) {
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// some tmp code
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Application->GoFromMenuToGame(1);
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}
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}
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*/
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OnTapDownSignal(Vector2f(mouseState.X, ((Renderer->GetScreenHeight()) - mouseState.Y))); // Temporary mouse down action for WIN32
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}
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void TMyApplication::InnerOnMouseMove(TMouseState& mouseState) {
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}
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+12
-2
@@ -90,7 +90,7 @@ class TMyApplication : public TApplication
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protected:
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int levelScreenWidth;
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int levelScreenHeight;
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float levelScreenRatio = 1.5f;
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float levelScreenRatio = 1.6;
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TGameMenu Menu;
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TGameLevel GameLevel;
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@@ -114,6 +114,12 @@ protected:
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void ApplySignalsToCredits();
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void DisapplySignalsToCredits();
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// Mouse new methods
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virtual void InnerOnMouseDown(TMouseState& mouseState);
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virtual void InnerOnMouseMove(TMouseState& mouseState);
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ParticleEffect sparkler;
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public:
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bool Loaded;
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@@ -160,6 +166,10 @@ public:
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extern TMyApplication* Application;
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class TMySalmonRenderer : public TSalmonRenderer
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{
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public:
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void DrawRect(const Vector2f& p1, const Vector2f& p2);
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};
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#endif
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+7
-1
@@ -1,6 +1,7 @@
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#include "menucode.h"
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#include "main_code.h"
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const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
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const float CONST_MENU_POS_K = 0.25f;
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@@ -135,7 +136,7 @@ void TGameMenu::OnTapDown(Vector2f pos)
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{
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*SE::Console << "TGameMenu::OnTapDown";
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HoldToTap = true;
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if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
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{
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Application->GoFromMenuToCredits();
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@@ -172,6 +173,11 @@ void TGameMenu::OnTapUp(Vector2f pos)
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*SE::Console << "TGameMenu::OnTapUp";
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HoldToTap = false;
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std::fstream tapLog;
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tapLog.open("tapLog.txt", std::ios::app);
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tapLog << "Tapped up:: " << pos(0) << " " << pos(1) << endl;
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tapLog.close();
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if (SelectedGame != -1)
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{
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MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
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