added levels snapshoting, quick debug loading, some level name refactoring

This commit is contained in:
Emil Kabirov 2018-06-10 00:29:55 +05:00
parent e25f4e3237
commit 74e947b6f3
30 changed files with 117 additions and 67 deletions

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@ -1,4 +1,6 @@
{
"useDebugBackgrounds": "true",
"TextureList":
{
"bg_1": "022259762-alien-world",

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@ -19,19 +19,19 @@
"scale": 0.1,
"levels": [
{
"name": "level_1"
"name": "level1"
},
{
"name": "level_2"
"name": "level2"
},
{
"name": "level_3"
"name": "level3"
},
{
"name": "level_4"
"name": "level4"
},
{
"name": "level_5"
"name": "level5"
}
]
},
@ -45,10 +45,10 @@
"scale": 0.18,
"levels": [
{
"name": "level_6"
"name": "level6"
},
{
"name": "level_7"
"name": "level7"
}
]
},
@ -62,19 +62,19 @@
"scale": 0.12,
"levels": [
{
"name": "level_8"
"name": "level8"
},
{
"name": "level_9"
"name": "level9"
},
{
"name": "level_10"
"name": "level10"
},
{
"name": "level_11"
"name": "level11"
},
{
"name": "level_12"
"name": "level12"
}
]
}

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@ -44,21 +44,22 @@ bool GalaxyMenu::InitGalaxyMenu(std::string config_json, float scale) {
star.scale = stars_pt.second.get<float>("scale", 0.0f);
star.texture = stars_pt.second.get<std::string>("texture", "error");
star.position = Eigen::Vector2f(stars_pt.second.get<float>("position.x_coord", 0.0f), stars_pt.second.get<float>("position.y_coord", 0.0f));
/*..Levels..*/
BOOST_FOREACH(auto levels_pt, stars_pt.second.get_child("levels")) {
std::string levelName = levels_pt.second.get<std::string>("name", "empty");
star.selectionMenu.levels.push_back(levelName);
TGameLevel lvl;
lvl.FillWithFile(ST::PathToResources + "level" + levelName.substr(levelName.find("_") + 1) + ".txt");
star.selectionMenu.gameLevels.push_back(lvl);
lvl.FillWithFile(ST::PathToResources + levelName + ".txt");
star.selectionMenu.gameLevels.push_back(lvl);
}
galax.Stars.push_back(star);
}
galaxies.push_back(galax);
}
return true;
}
catch (boost::property_tree::ptree_error) {
@ -137,7 +138,7 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
for (int i = 0; i < galaxies.size(); i++) {
for (int j = 0; j < galaxies[i].Stars.size(); j++) {
float button_x_dim = ((1.f - (galaxies[i].Stars[j].selectionMenu.border_x_offset * 2 + (galaxies[i].Stars[j].selectionMenu.columns - 1)*galaxies[i].Stars[j].selectionMenu.buttons_offset)) / galaxies[i].Stars[j].selectionMenu.columns); // relative size
int rows_count = (int)ceil((float)galaxies[i].Stars[j].selectionMenu.levels.size() / (float)galaxies[i].Stars[j].selectionMenu.columns);
int rows_count = (int)ceil((float)galaxies[i].Stars[j].selectionMenu.gameLevels.size() / (float)galaxies[i].Stars[j].selectionMenu.columns);
galaxies[i].Stars[j].selectionMenu.params = std::make_pair(
Eigen::Vector2f(
gameScreenCenter(0) + (galaxies[i].Stars[j].selectionMenu.offset(0) * gameScreenWidth / 2),
@ -165,7 +166,7 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
// buttons
std::vector<std::pair<Eigen::Vector2f, Eigen::Vector2f>> buttons_params;
std::vector<std::vector<GameLevelInterior>> interior_params;
int levelsCount = galaxies[i].Stars[j].selectionMenu.levels.size();
int levelsCount = galaxies[i].Stars[j].selectionMenu.gameLevels.size();
buttons_params.resize(levelsCount);
interior_params.resize(levelsCount);
for (int v = 0; v < interior_params.size(); v++) {
@ -426,13 +427,13 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
if (totalTapShift(0) == 0.f && totalTapShift(1) == 0.f) {
// OnTapDown->OnTapUp
int lvl = findLevelButtonByPos(lastTapPos);
if (lvl != -1) {
auto lvl = findLevelByButtonPos(lastTapPos);
if (lvl != nullptr) {
// then if level is available, load it
starIndex = -1;
menuState = 0;
planetHoverIndex = -1;
Application->GoFromMenuToGame(lvl-1);
Application->GoFromMenuToGame(lvl);
}
else if (!checkMenuBound(lastTapPos)) {
// back to state 0
@ -653,26 +654,32 @@ void GalaxyMenu::drawSelectionMenu(int index) {
);
// buttons
for (int j = 0; j < galaxies[0].Stars[i].selectionMenu.buttons.size(); j++) {
std::string levelNum;
size_t itr = galaxies[0].Stars[i].selectionMenu.levels[j].find("_");
for (int z = itr + 1; z < galaxies[0].Stars[i].selectionMenu.levels[j].size(); z++) {
levelNum += galaxies[0].Stars[i].selectionMenu.levels[j][z];
}
glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList["shutterstock" + levelNum]);
int j = 0;
for (auto &button : galaxies[0].Stars[i].selectionMenu.buttons)
{
//std::string levelName = "shutterstock" + galaxies[0].Stars[i].selectionMenu.levels[j].substr(itr + 1);
//glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList[levelName]);
std::string &levelName = galaxies[0].Stars[i].selectionMenu.gameLevels[j].levelName;
std::string levelPrerender = galaxies[0].Stars[i].selectionMenu.gameLevels[j].levelName + "_prerender";
glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList[levelPrerender]);
SE::Renderer->DrawRect(
Eigen::Vector2f(
galaxies[0].Stars[i].selectionMenu.buttons[j].first(0) - galaxies[0].Stars[i].selectionMenu.buttons[j].second(0) / 2,
galaxies[0].Stars[i].selectionMenu.buttons[j].first(1) - galaxies[0].Stars[i].selectionMenu.buttons[j].second(1) / 2
button.first(0) - button.second(0) / 2,
button.first(1) - button.second(1) / 2
),
Eigen::Vector2f(
galaxies[0].Stars[i].selectionMenu.buttons[j].first(0) + galaxies[0].Stars[i].selectionMenu.buttons[j].second(0) / 2,
galaxies[0].Stars[i].selectionMenu.buttons[j].first(1) + galaxies[0].Stars[i].selectionMenu.buttons[j].second(1) / 2
button.first(0) + button.second(0) / 2,
button.first(1) + button.second(1) / 2
)
); // DrawRect
/*..draw level interior..*/
drawLevelInterior(i,j);
//drawLevelInterior(i,j);
/*std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
for (colorBlockIterator = galaxies[0].Stars[i].selectionMenu.levelInterior[j].BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != galaxies[0].Stars[i].selectionMenu.levelInterior[j].BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
@ -682,12 +689,14 @@ void GalaxyMenu::drawSelectionMenu(int index) {
Renderer->DrawTriangleList(colorBlockIterator->second);
}*/
++j;
}
}
}
int GalaxyMenu::findLevelButtonByPos(Eigen::Vector2f pos) {
TGameLevel* GalaxyMenu::findLevelByButtonPos(Eigen::Vector2f pos) {
for (int i = 0; i < galaxies[galaxyIndex].Stars[starIndex].selectionMenu.buttons.size(); i++) {
float x_l = galaxies[galaxyIndex].Stars[starIndex].selectionMenu.buttons[i].first(0) - galaxies[galaxyIndex].Stars[starIndex].selectionMenu.buttons[i].second(0)*0.5f;
float x_r = galaxies[galaxyIndex].Stars[starIndex].selectionMenu.buttons[i].first(0) + galaxies[galaxyIndex].Stars[starIndex].selectionMenu.buttons[i].second(0)*0.5f;
@ -696,16 +705,11 @@ int GalaxyMenu::findLevelButtonByPos(Eigen::Vector2f pos) {
if (pos(0) >= x_l && pos(0) <= x_r) {
if (pos(1) >= y_b && pos(1) <= y_t) {
std::string lvlname = galaxies[galaxyIndex].Stars[starIndex].selectionMenu.levels[i];
std::string lvlNum;
for (int z = lvlname.find("_")+1; z < lvlname.size(); z++) {
lvlNum+=lvlname[z];
}
return atoi(lvlNum.c_str());
return &galaxies[galaxyIndex].Stars[starIndex].selectionMenu.gameLevels[i];
}
}
}
return -1;
return nullptr;
}
bool GalaxyMenu::checkMenuBound(Eigen::Vector2f pos) {

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@ -79,7 +79,7 @@ private:
void takeInFocus(int g_index, int s_index = -1);
int findGalaxyByPos(Eigen::Vector2f pos);
int findPlanetByPos(Eigen::Vector2f pos);
int findLevelButtonByPos(Eigen::Vector2f pos);
TGameLevel* findLevelByButtonPos(Eigen::Vector2f pos);
bool checkMenuBound(Eigen::Vector2f pos);
/*..draw methodes..*/

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@ -11,7 +11,6 @@ class LevelSelection {
public:
/*..LEVELS..*/
std::vector<std::string> levels; // levels names, uses gameLevels init
/*..levels interior info..*/
std::vector<TGameLevel> gameLevels;
std::vector<std::vector<GameLevelInterior>> levelInterior;

21
game/gamecode.cpp Normal file → Executable file
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@ -15,6 +15,7 @@ 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;
const int CONST_LEVELSTATE_SNAPSHOTTING = 8;
const float CONST_TIMER_LOADING = 150.f;
@ -681,6 +682,9 @@ void TGameLevel::ReloadLevel()
void TGameLevel::FillWithFile(const std::string& filename)
{
*SE::Console << "TGameLevel::FillWithFile";
levelName = GetFileNameWithoutExt(filename);
LevelFileName = filename;
ReloadLevel();
}
@ -762,6 +766,21 @@ void TGameLevel::drawOutline() {
);
}
void TGameLevel::DrawSnapshot(const std::string& assignedShutterstock, const std::string& assignedSnapshotFrameBuffer)
{
BkgTexture = assignedShutterstock;
LevelScreenTexture = assignedShutterstock;
InitLevel();
int prevState = LevelState;
LevelState = CONST_LEVELSTATE_SNAPSHOTTING;
Draw();
LevelState = prevState;
prerenderedImage =
ResourceManager->FrameManager.GetFrameTextureCopy(assignedSnapshotFrameBuffer, levelName + "_prerender");
}
void TGameLevel::Draw()
{
*SE::Console << "TGameLevel::Draw";
@ -942,7 +961,7 @@ void TGameLevel::Draw()
}
if (!pause)
if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);

5
game/gamecode.h Normal file → Executable file
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@ -129,8 +129,12 @@ protected:
std::string BkgTexture;
std::string LevelScreenTexture;
std::string LevelFileName;
GLuint prerenderedImage;
Vector2f ReflectorPos;
std::string levelName;
int LevelState;
bool PrevLevelStateIsStandby;
@ -199,6 +203,7 @@ public:
bool IsLoaded();
virtual void Draw();
void DrawSnapshot(const std::string& assignedShutterstock, const std::string& assignedSnapshotFrameBuffer);
void SetPause();
bool IsPaused();

65
game/main_code.cpp Normal file → Executable file
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@ -282,19 +282,26 @@ void TMyApplication::LoadResources()
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
*/
#ifdef NDEBUG
bool useDebugBackgrounds = false;
#else
bool useDebugBackgrounds = Textures_pt.get<bool>("useDebugBackgrounds", false);
#endif
std::string backgroundPath = useDebugBackgrounds ? "level_background/debug/" : "level_background/";
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_1") + bg_ext, "shutterstock1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_2") + bg_ext, "shutterstock2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_3") + bg_ext, "shutterstock3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_4") + bg_ext, "shutterstock4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_5") + bg_ext, "shutterstock5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_6") + bg_ext, "shutterstock6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_7") + bg_ext, "shutterstock7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_8") + bg_ext, "shutterstock8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_9") + bg_ext, "shutterstock9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_10") + bg_ext, "shutterstock10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_11") + bg_ext, "shutterstock11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("level_background/" + Textures_pt.get<std::string>("TextureList.bg_12") + bg_ext, "shutterstock12"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_1") + bg_ext, "shutterstock1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_2") + bg_ext, "shutterstock2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_3") + bg_ext, "shutterstock3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_4") + bg_ext, "shutterstock4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_5") + bg_ext, "shutterstock5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_6") + bg_ext, "shutterstock6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_7") + bg_ext, "shutterstock7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_8") + bg_ext, "shutterstock8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_9") + bg_ext, "shutterstock9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_10") + bg_ext, "shutterstock10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_11") + bg_ext, "shutterstock11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(backgroundPath + Textures_pt.get<std::string>("TextureList.bg_12") + bg_ext, "shutterstock12"));
/*..galaxies and stars/planets Init..*/ // tmp
std::vector<int> galaxies;
@ -436,6 +443,21 @@ void TMyApplication::InnerUpdate(size_t dt)
}
else
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
int levelIndex = 1;
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{
for (auto &level : star.selectionMenu.gameLevels)
{
level.DrawSnapshot("shutterstock" + std::to_string(levelIndex++), "LevelBuffer");
}
}
Renderer->SwitchToScreen();
GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
@ -447,7 +469,7 @@ void TMyApplication::InnerUpdate(size_t dt)
else if (GameState == CONST_GAMESTATE_LEVEL)
{
*SE::Console << "3CONST_GAMESTATE_LEVEL";
GameLevel.Update(dt);
GameLevel->Update(dt);
EffectsUpdate(dt);
}
else if (GameState == CONST_GAMESTATE_MENU)
@ -459,8 +481,8 @@ void TMyApplication::InnerUpdate(size_t dt)
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
{
*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
GameLevel.Update(dt);
if (GameLevel.IsLoaded())
GameLevel->Update(dt);
if (GameLevel->IsLoaded())
{
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
GameState = CONST_GAMESTATE_LEVEL;
@ -505,16 +527,15 @@ void TMyApplication::InnerUpdate(size_t dt)
}
void TMyApplication::GoFromMenuToGame(int level)
void TMyApplication::GoFromMenuToGame(TGameLevel* level)
{
//#ifndef TARGET_IOS
// ResourceManager->SoundManager.PlayMusicLooped("level1ogg.ogg");
//#endif
GameLevel.FillWithFile(ST::PathToResources + "level"+tostr(level+1)+".txt");
GameLevel.SetLoading("shutterstock" + tostr(level+1), "shutterstock" + tostr(level + 1));
GameLevel = level;
GameLevel->SetLoading(level->BkgTexture, level->LevelScreenTexture);
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(*GameLevel)));
DisapplySignalsToMenu();
@ -709,8 +730,8 @@ void TMyApplication::SetButtonsAction () {
auto backBtn = ResourceManager->newGuiManager.findWidgetByName("backButton");
if (backBtn) {
backBtn->onMouseDownSignal.connect([this, backBtn](Vector2f pos, int touchNumber) {
this->GameLevel.SetPause();
this->GameLevel.PrevLevelStateIsStandby = true;
this->GameLevel->SetPause();
this->GameLevel->PrevLevelStateIsStandby = true;
});
}
}

4
game/main_code.h Normal file → Executable file
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@ -98,7 +98,7 @@ protected:
ParticleEffect lvlFirework; // Level finished effect
TGameMenu Menu;
TGameLevel GameLevel;
TGameLevel* GameLevel;
TGameCredits GameCredits;
TGameLoading GameLoading;
@ -139,7 +139,7 @@ public:
virtual void InnerUpdate(size_t dt);
void GoFromMenuToGame(int level);
void GoFromMenuToGame(TGameLevel* level);
void GoFromGameToMenu();
void GoFromMenuToCredits();
void GoFromCreditsToMenu();