some fixes for working with engine master branch

This commit is contained in:
alexander.biryukov committed 2018-03-30 16:16:49 +05:00
1 parent 4673422314
commit 2b875dfc2d
36 files changed
+2774 -11

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+7 -7
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@@ -761,7 +761,7 @@ void TGameLevel::Draw()
Renderer->ScaleMatrix(scale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH)); // Game Screen Scale
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH), Vector2f (0.f,0.f), Vector2f(1.f,1.f)); // Game Screen Scale
Renderer->PopMatrix();
CheckGlError();
return;
@@ -805,7 +805,7 @@ void TGameLevel::Draw()
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH));
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
std::list<TBall>::iterator iBall;
@@ -846,22 +846,22 @@ void TGameLevel::Draw()
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);
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);
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);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
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);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2);
Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
if (BonusFloorTimer>0.f)
@@ -873,7 +873,7 @@ void TGameLevel::Draw()
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);
Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
}
+22 -1
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@@ -8,6 +8,7 @@
#include "menucode.h"
#include "main_code.h"
#include <boost/property_tree/json_parser.hpp>
boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
@@ -96,6 +97,7 @@ void TMyApplication::InnerInit()
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
@@ -106,6 +108,7 @@ void TMyApplication::InnerInit()
Renderer->SetFullScreenViewport();
Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
}
void TMyApplication::InnerDeinit()
@@ -324,6 +327,7 @@ void TMyApplication::InnerDraw()
{
glDisable(GL_DEPTH_TEST);
sparkler.draw();
OnDrawSignal();
@@ -377,6 +381,7 @@ void TMyApplication::InnerUpdate(size_t dt)
{
//*SE::Console << "4CONST_GAMESTATE_MENU";
Menu.Update(dt);
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
{
@@ -522,4 +527,20 @@ float TMyApplication::GetGameLevelScreenWidth()
float TMyApplication::GetGameLevelScreenHeight()
{
return levelScreenHeight;
}
}
void TMyApplication::InnerOnMouseDown(TMouseState& mouseState) {
/*
if (mouseState.LeftButtonPressed) {
if ((float)mouseState.X >= (Renderer->GetScreenWidth())*0.25f && (float)mouseState.X <= (Renderer->GetScreenWidth())*0.75f && (float)mouseState.Y >= (Renderer->GetScreenHeight())*0.25f && (float)mouseState.Y <= (Renderer->GetScreenHeight())*0.75f) {
// some tmp code
Application->GoFromMenuToGame(1);
}
}
*/
OnTapDownSignal(Vector2f(mouseState.X, ((Renderer->GetScreenHeight()) - mouseState.Y))); // Temporary mouse down action for WIN32
}
void TMyApplication::InnerOnMouseMove(TMouseState& mouseState) {
}
+12 -2
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@@ -90,7 +90,7 @@ class TMyApplication : public TApplication
protected:
int levelScreenWidth;
int levelScreenHeight;
float levelScreenRatio = 1.5f;
float levelScreenRatio = 1.6;
TGameMenu Menu;
TGameLevel GameLevel;
@@ -114,6 +114,12 @@ protected:
void ApplySignalsToCredits();
void DisapplySignalsToCredits();
// Mouse new methods
virtual void InnerOnMouseDown(TMouseState& mouseState);
virtual void InnerOnMouseMove(TMouseState& mouseState);
ParticleEffect sparkler;
public:
bool Loaded;
@@ -160,6 +166,10 @@ public:
extern TMyApplication* Application;
class TMySalmonRenderer : public TSalmonRenderer
{
public:
void DrawRect(const Vector2f& p1, const Vector2f& p2);
};
#endif
+7 -1
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@@ -1,6 +1,7 @@
#include "menucode.h"
#include "main_code.h"
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
const float CONST_MENU_POS_K = 0.25f;
@@ -135,7 +136,7 @@ void TGameMenu::OnTapDown(Vector2f pos)
{
*SE::Console << "TGameMenu::OnTapDown";
HoldToTap = true;
if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
{
Application->GoFromMenuToCredits();
@@ -172,6 +173,11 @@ void TGameMenu::OnTapUp(Vector2f pos)
*SE::Console << "TGameMenu::OnTapUp";
HoldToTap = false;
std::fstream tapLog;
tapLog.open("tapLog.txt", std::ios::app);
tapLog << "Tapped up:: " << pos(0) << " " << pos(1) << endl;
tapLog.close();
if (SelectedGame != -1)
{
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;