preparing
Before Width: | Height: | Size: 6.6 KiB |
BIN
assets/ball.png
Before Width: | Height: | Size: 962 B |
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Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 759 B |
Before Width: | Height: | Size: 1022 B |
Before Width: | Height: | Size: 564 B |
@ -1,15 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
uniform vec4 BrickColor;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
Before Width: | Height: | Size: 102 B |
Before Width: | Height: | Size: 13 KiB |
@ -1,12 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Brightness;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(Texture,texCoord).rgb;
|
||||
|
||||
gl_FragColor = vec4(color * Brightness, 1.0);
|
||||
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
Before Width: | Height: | Size: 3.4 KiB |
@ -1,33 +0,0 @@
|
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0, 255, 255, 255
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255, 0, 0, 255
|
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255, 40, 40, 255
|
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255, 128, 128, 255
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Colormap
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111111111111
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@ -1,32 +0,0 @@
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|
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|
||||
255, 0, 255, 255
|
||||
Colormap
|
||||
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||||
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||||
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Brickmap
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000000000000
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000000000000
|
@ -1,33 +0,0 @@
|
||||
255, 255, 255, 255
|
||||
0, 0, 0, 255
|
||||
0, 237, 255, 255
|
||||
0, 144, 255, 255
|
||||
0, 59, 255, 255
|
||||
Colormap
|
||||
333333333333
|
||||
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|
||||
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|
||||
000000000000
|
||||
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Brickmap
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000000000000
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000000000000
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@ -1,32 +0,0 @@
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|
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|
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|
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0, 148, 255, 255
|
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Colormap
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111111111111
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111111111111
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111111111111
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111111111111
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Brickmap
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@ -1,32 +0,0 @@
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|
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|
||||
7, 255, 189, 255
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||||
Colormap
|
||||
111111111111
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111111111111
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Brickmap
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@ -1,33 +0,0 @@
|
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||||
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|
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|
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7, 255, 189, 255
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128, 143, 128, 255
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||||
Colormap
|
||||
000000000000
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||||
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Brickmap
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@ -1,33 +0,0 @@
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255, 0, 0, 255
|
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0, 0, 0, 255
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|
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5, 186, 255, 255
|
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105, 201, 255, 255
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||||
Colormap
|
||||
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||||
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Brickmap
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@ -1,32 +0,0 @@
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255, 0, 255, 255
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|
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0, 255, 182, 255
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Colormap
|
||||
000022220000
|
||||
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|
||||
000022220000
|
||||
111000000111
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|
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111111111111
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111111111111
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111111111111
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Brickmap
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111111111111
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111111111111
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111111111111
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@ -1,33 +0,0 @@
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Colormap
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Brickmap
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000000000000
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000000000000
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000000000000
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@ -1,33 +0,0 @@
|
||||
255, 255, 0, 255
|
||||
0, 0, 0, 255
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230, 230, 230, 255
|
||||
195, 195, 195, 255
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||||
150, 150, 150, 255
|
||||
Colormap
|
||||
333333333333
|
||||
030030030030
|
||||
030030030030
|
||||
030030030030
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222222222222
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||||
020020020020
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020020020020
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000000000000
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000000000000
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000000000000
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Brickmap
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222222222222
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010010010010
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000000000000
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000000000000
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000000000000
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@ -1,32 +0,0 @@
|
||||
0, 255, 255, 255
|
||||
0, 0, 0, 255
|
||||
217, 56, 62, 255
|
||||
132, 56, 62, 255
|
||||
Colormap
|
||||
111111111111
|
||||
111111111111
|
||||
222211112222
|
||||
000211112000
|
||||
000211112000
|
||||
022211112220
|
||||
021111111120
|
||||
021111111120
|
||||
021111111120
|
||||
022222222220
|
||||
000000000000
|
||||
000000000000
|
||||
000000000000
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Brickmap
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111111111111
|
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111111111111
|
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222211112222
|
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000211112000
|
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000211112000
|
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022211112220
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021111111120
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021111111120
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021111111120
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033333333330
|
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000000000000
|
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000000000000
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000000000000
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@ -1,32 +0,0 @@
|
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0, 255, 0, 255
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0, 0, 0, 255
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255, 221, 0, 255
|
||||
255, 0, 0, 255
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Colormap
|
||||
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|
||||
222220022222
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222220022222
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000000000000
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111111111111
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111111111111
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111111111111
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000000000000
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000000000000
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000000000000
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Brickmap
|
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111110011111
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111110011111
|
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111110011111
|
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222220022222
|
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000000000000
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000000000000
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Before Width: | Height: | Size: 142 KiB |
Before Width: | Height: | Size: 125 KiB |
Before Width: | Height: | Size: 137 KiB |
Before Width: | Height: | Size: 125 KiB |
Before Width: | Height: | Size: 140 KiB |
Before Width: | Height: | Size: 148 KiB |
Before Width: | Height: | Size: 155 KiB |
Before Width: | Height: | Size: 147 KiB |
Before Width: | Height: | Size: 146 KiB |
Before Width: | Height: | Size: 152 KiB |
Before Width: | Height: | Size: 150 KiB |
Before Width: | Height: | Size: 134 KiB |
Before Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 217 KiB |
Before Width: | Height: | Size: 177 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 2.3 KiB |
@ -1,14 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||
|
||||
|
||||
|
||||
}
|
Before Width: | Height: | Size: 480 KiB |
Before Width: | Height: | Size: 362 KiB |
Before Width: | Height: | Size: 433 KiB |
Before Width: | Height: | Size: 370 KiB |
Before Width: | Height: | Size: 464 KiB |
Before Width: | Height: | Size: 532 KiB |
Before Width: | Height: | Size: 611 KiB |
Before Width: | Height: | Size: 509 KiB |
Before Width: | Height: | Size: 503 KiB |
Before Width: | Height: | Size: 553 KiB |
Before Width: | Height: | Size: 597 KiB |
Before Width: | Height: | Size: 474 KiB |
Before Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 6.7 KiB |
10
assets/texture-shader.fragment
Executable file
@ -0,0 +1,10 @@
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture2D(Texture,texCoord).rgba
|
||||
}
|
@ -1,12 +1,13 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
Before Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 4.1 KiB |
@ -1,83 +0,0 @@
|
||||
#include "creditscode.h"
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
const int TGameCredits::CONST_STATE_APPEARING = 0;
|
||||
const int TGameCredits::CONST_STATE_APPEARED = 1;
|
||||
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
|
||||
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
|
||||
|
||||
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
|
||||
|
||||
TGameCredits::TGameCredits()
|
||||
: TGameAreaAncestor()
|
||||
, StateTimer(0)
|
||||
, State(CONST_STATE_DISAPPEARED)
|
||||
{
|
||||
}
|
||||
|
||||
void TGameCredits::Draw()
|
||||
{
|
||||
//*SE::Console << "TGameCredits::Draw";
|
||||
float transparency = StateTimer/CONST_APPEAR_TIME;
|
||||
|
||||
|
||||
RenderUniform1f("Transparency", transparency);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
|
||||
Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
|
||||
|
||||
const Vector2f creditsPos(140.f, 130.f);
|
||||
|
||||
const Vector2f creditsHalfSize(128.f, 128.f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
|
||||
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
|
||||
|
||||
CheckGlError("Draw TGameCredits");
|
||||
}
|
||||
|
||||
void TGameCredits::Update(size_t dt)
|
||||
{
|
||||
if (State == CONST_STATE_APPEARING)
|
||||
{
|
||||
*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
|
||||
StateTimer += dt;
|
||||
if (StateTimer >= CONST_APPEAR_TIME)
|
||||
{
|
||||
StateTimer = CONST_APPEAR_TIME;
|
||||
State = CONST_STATE_APPEARED;
|
||||
}
|
||||
}
|
||||
else if (State == CONST_STATE_DISAPPEARING)
|
||||
{
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
StateTimer = 0.f;
|
||||
State = CONST_STATE_DISAPPEARED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TGameCredits::OnTapDown(Vector2f p)
|
||||
{
|
||||
*SE::Console << "TGameCredits::OnTapDown";
|
||||
Application->GoFromCreditsToMenu();
|
||||
}
|
||||
|
||||
void TGameCredits::StartAppear()
|
||||
{
|
||||
*SE::Console << "TGameCredits::StartAppear";
|
||||
State = CONST_STATE_APPEARING;
|
||||
}
|
||||
|
||||
void TGameCredits::StartDisappear()
|
||||
{
|
||||
*SE::Console << "TGameCredits::StartDisappear";
|
||||
State = CONST_STATE_DISAPPEARING;
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
#ifndef CREDITSCODE_H_INCLUDED
|
||||
#define CREDITSCODE_H_INCLUDED
|
||||
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameCredits : public TGameAreaAncestor
|
||||
{
|
||||
static const int CONST_STATE_APPEARING;
|
||||
static const int CONST_STATE_APPEARED;
|
||||
static const int CONST_STATE_DISAPPEARING;
|
||||
static const int CONST_STATE_DISAPPEARED;
|
||||
static const float CONST_APPEAR_TIME;
|
||||
|
||||
|
||||
int State;
|
||||
float StateTimer;
|
||||
|
||||
public:
|
||||
|
||||
TGameCredits();
|
||||
|
||||
virtual void Draw();
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f p);
|
||||
|
||||
void StartAppear();
|
||||
void StartDisappear();
|
||||
};
|
||||
|
||||
|
||||
#endif
|
@ -1,25 +0,0 @@
|
||||
#ifndef GAME_AREA_INTERFACE_H_INCLUDED
|
||||
#define GAME_AREA_INTERFACE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameAreaAncestor
|
||||
{
|
||||
public:
|
||||
virtual void Draw() { }
|
||||
virtual void Update(size_t) { }
|
||||
virtual void OnTapUp(Vector2f) { }
|
||||
virtual void OnTapUpAfterMove(Vector2f) { }
|
||||
|
||||
virtual void OnTapDown(Vector2f) { }
|
||||
virtual void OnFling(Vector2f) { }
|
||||
virtual void OnScroll(Vector2f) { }
|
||||
|
||||
virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
|
||||
};
|
||||
|
||||
|
||||
#endif
|
1628
game/gamecode.cpp
205
game/gamecode.h
@ -1,205 +0,0 @@
|
||||
#ifndef GAMECODE_H_INCLUDED
|
||||
#define GAMECODE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
#include "game_area_interface.h"
|
||||
|
||||
#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;
|
||||
|
||||
const int CONST_BRICKMATRIX_WIDTH = 12;
|
||||
const int CONST_BRICKMATRIX_HEIGHT = 13;
|
||||
const float CONST_BRICK_WIDTH = 37.5f;
|
||||
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
|
||||
const float CONST_BRICK_SHIFT_X = 15.f;
|
||||
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;
|
||||
const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
|
||||
|
||||
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;
|
||||
Vector4f Color;
|
||||
public:
|
||||
TBrick();
|
||||
void SetVisible(Vector4f color, int locked);
|
||||
void SetInvisible();
|
||||
void TryDrawAppear(int ipos, int jpos);
|
||||
void Update(size_t dt);
|
||||
Vector2f GetPosFrom(int ipos, int jpos);
|
||||
Vector4f GetColor();
|
||||
void Appear(Vector4f color, int locked);
|
||||
void Appear();
|
||||
void Hit();
|
||||
void Disappear();
|
||||
int GetLocked();
|
||||
bool CanReact();
|
||||
};
|
||||
|
||||
class TBonusFalling
|
||||
{
|
||||
protected:
|
||||
float Lifetime;
|
||||
Vector2f Pos;
|
||||
std::string TexName;
|
||||
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
|
||||
public:
|
||||
TBonusFalling(Vector2f pos);
|
||||
Vector2f GetPos();
|
||||
int GetType();
|
||||
void Draw();
|
||||
void Update(size_t dt);
|
||||
};
|
||||
|
||||
struct TBall
|
||||
{
|
||||
Vector2f Pos;
|
||||
Vector2f Velocity;
|
||||
Vector4f Color;
|
||||
std::list<Vector2f> TalePos;
|
||||
|
||||
Vector2f BallInBlock;
|
||||
Vector2f PrevBallInBlock;
|
||||
|
||||
TBall(Vector2f pos, Vector2f velocity, Vector4f color);
|
||||
Vector2f GetPos();
|
||||
Vector2f GetVelocityVector();
|
||||
|
||||
void Go();
|
||||
|
||||
void ReflectToLeft();
|
||||
void ReflectToRight();
|
||||
void ReflectToUp();
|
||||
void ReflectToDown();
|
||||
|
||||
void TryReflectOnReflector(Vector2f refPos);
|
||||
|
||||
void Update(size_t dt);
|
||||
};
|
||||
|
||||
typedef std::pair<Vector4f, std::string> PairColorTexture;
|
||||
|
||||
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
|
||||
{
|
||||
protected:
|
||||
std::string BkgTexture;
|
||||
std::string LevelScreenTexture;
|
||||
std::string LevelFileName;
|
||||
|
||||
Vector2f ReflectorPos;
|
||||
|
||||
int LevelState;
|
||||
bool PrevLevelStateIsStandby;
|
||||
float StateTimer;
|
||||
|
||||
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
|
||||
TBlockInstansingList BlockInstansingList;
|
||||
|
||||
bool TapInBackBtnArea(const Vector2f& pos);
|
||||
|
||||
void ReloadBlockInstansingList();
|
||||
void SetFinished();
|
||||
void SetFinishFreeze();
|
||||
|
||||
void DrawBuffer();
|
||||
void DrawPauseButtons();
|
||||
|
||||
void DrawBallInstancingList();
|
||||
|
||||
bool RenderBufferReady;
|
||||
|
||||
float OutScale;
|
||||
|
||||
float OutScaleVelocity;
|
||||
|
||||
void TryGoToMenu();
|
||||
|
||||
std::list<TBonusFalling> BonusFallingList;
|
||||
|
||||
std::list<TBall> BallList;
|
||||
|
||||
TBallInstancingList BallInstancingList;
|
||||
|
||||
Vector4f BallColor;
|
||||
|
||||
void ReloadBallInstancingList();
|
||||
void RefreshBallInstancingList();
|
||||
|
||||
|
||||
void UpdateBallList(size_t dt);
|
||||
void MultiplyBalls(Vector2f pos, Vector2f velocity);
|
||||
|
||||
Vector2f GetBlock(const Vector2f& pos);
|
||||
void InitLevel();
|
||||
|
||||
float BonusGothroughTimer;
|
||||
float BonusFloorTimer;
|
||||
float BonusFloorPosY;
|
||||
|
||||
Vector4f ParseColor(const std::string& s);
|
||||
void ReloadLevel();
|
||||
|
||||
public:
|
||||
TGameLevel();
|
||||
~TGameLevel();
|
||||
|
||||
void FillWithFile(const std::string& filename);
|
||||
|
||||
void SetStandBy();
|
||||
void SetLoading(const std::string& bkg, const std::string& levelscreen);
|
||||
bool IsLoaded();
|
||||
|
||||
virtual void Draw();
|
||||
|
||||
void SetPause();
|
||||
bool IsPaused();
|
||||
void ReleasePause();
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
@ -1,20 +0,0 @@
|
||||
#include "loadingcode.h"
|
||||
#include "include/Engine.h"
|
||||
#include "main_code.h"
|
||||
|
||||
void TGameLoading::Draw()
|
||||
{
|
||||
//*SE::Console << "TGameLoading::Draw";
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(240.f - 128.f, 10.f), Vector2f(240.f + 128.f, 10.f + 64.f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(480.f - 256.f+50.f, 320.f - 64.f), Vector2f(480.f+50.f, 320.f));
|
||||
|
||||
CheckGlError();
|
||||
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
#ifndef LOADINGCODE_H_INCLUDED
|
||||
#define LOADINGCODE_H_INCLUDED
|
||||
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
class TGameLoading : public TGameAreaAncestor
|
||||
{
|
||||
public:
|
||||
virtual void Draw();
|
||||
};
|
||||
|
||||
|
||||
#endif
|
@ -7,47 +7,6 @@
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "menucode.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapDownSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnFlingSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnScrollSignal;
|
||||
|
||||
boost::signals2::signal<void ()> OnDrawSignal;
|
||||
|
||||
|
||||
const std::string CONST_BLOCK_TEXTURE1 = "block1";
|
||||
const std::string CONST_BLOCK_TEXTURE2 = "block2";
|
||||
const std::string CONST_BLOCK_TEXTURE3 = "block3";
|
||||
|
||||
const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough";
|
||||
const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier";
|
||||
const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor";
|
||||
|
||||
const std::string CONST_BALL_TEXTURE = "ball";
|
||||
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
|
||||
|
||||
const std::string CONST_REFLECTOR_TEXTURE = "reflector";
|
||||
|
||||
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
|
||||
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
|
||||
const std::string CONST_WALL_UP_TEXTURE = "wall_up";
|
||||
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
|
||||
|
||||
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";
|
||||
const std::string CONST_SLIDE_UP_BTN_TEXTURE = "slide_up_btn";
|
||||
const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE = "tap_to_continue_btn";
|
||||
const std::string CONST_LOADING_TEXTURE = "loading";
|
||||
const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
const std::string CONST_CREDITS_TEXTURE = "credits";
|
||||
|
||||
const float CONST_CREDITS_SHOW_TIME = 150.f;
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
@ -73,421 +32,47 @@ void TMyApplication::InnerInit()
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
GameState = CONST_GAMESTATE_PRELOADING;
|
||||
StateTimer = 0.f;
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "texture-shader.vertex", "texture-shader.fragment");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
|
||||
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
Inited = true;
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("FrameBuffer", Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight());
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
Inited = false;
|
||||
Loaded = false;
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
|
||||
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
|
||||
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
//-OnTapDownSignal(Vector2f(p.v[0], p.v[1]));
|
||||
OnTapDownSignal(Vector2f(p(0), p(1)));
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
OnTapUpSignal(Vector2f(p(0), p(1)));
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
OnTapUpAfterMoveSignal(Vector2f(p(0), p(1)));
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
OnScrollSignal(Vector2f(shift(0), shift(1)));
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::ApplySignalsToMenu()
|
||||
{
|
||||
|
||||
OnTapUpSignal.connect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.connect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToMenu()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.connect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::DisapplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.connect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::LoadResources()
|
||||
{
|
||||
|
||||
TextureNamesToLoad.clear();
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_left.png", "main_menu_bkg_left"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_right.png", "main_menu_bkg_right"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("select_level.png", "select_level"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock1.png", "shutterstock1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock2.png", "shutterstock2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock3.png", "shutterstock3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock4.png", "shutterstock4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock5.png", "shutterstock5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock6.png", "shutterstock6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock7.png", "shutterstock7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock8.png", "shutterstock8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock9.png", "shutterstock9"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock10.png", "shutterstock10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock11.png", "shutterstock11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot1.png", "levelshot1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot2.png", "levelshot2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot3.png", "levelshot3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot4.png", "levelshot4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot5.png", "levelshot5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot6.png", "levelshot6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot7.png", "levelshot7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot8.png", "levelshot8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot9.png", "levelshot9"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot10.png", "levelshot10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot11.png", "levelshot11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot12.png", "levelshot12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("game_end.png", "game_end"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE1 + ".png", CONST_BLOCK_TEXTURE1));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE2 + ".png", CONST_BLOCK_TEXTURE2));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE3 + ".png", CONST_BLOCK_TEXTURE3));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_GOTHROUGH_TEXTURE + ".png", CONST_BONUS_GOTHROUGH_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_MULTIPLIER_TEXTURE + ".png", CONST_BONUS_MULTIPLIER_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_FLOOR_TEXTURE + ".png", CONST_BONUS_FLOOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALL_TEXTURE + ".png", CONST_BALL_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALLGLOW_TEXTURE + ".png", CONST_BALLGLOW_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_LEFT_TEXTURE + ".png", CONST_WALL_LEFT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_RIGHT_TEXTURE + ".png", CONST_WALL_RIGHT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_UP_TEXTURE + ".png", CONST_WALL_UP_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_BONUS_TEXTURE + ".png", CONST_WALL_BONUS_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_REFLECTOR_TEXTURE + ".png", CONST_REFLECTOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BACK_BTN_TEXTURE + ".png", CONST_BACK_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_SLIDE_UP_BTN_TEXTURE + ".png", CONST_SLIDE_UP_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_TAP_TO_CONTINUE_BTN_TEXTURE + ".png", CONST_TAP_TO_CONTINUE_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_CREDITS_TEXTURE + ".png", CONST_CREDITS_TEXTURE));
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ResourceManager->SoundManager.LoadMusicLooped("level1ogg.ogg");
|
||||
#else
|
||||
//ResourceManager->SoundManager.LoadMusic("level1ogg.ogg");
|
||||
#endif
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
TryLoadSavedGame();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::TryLoadSavedGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
FILE* file = fopen(fileName.c_str(), "r");
|
||||
if (file != NULL)
|
||||
{
|
||||
char line[100];
|
||||
char* r;
|
||||
r = fgets(line, 100, file);
|
||||
if (r != NULL)
|
||||
{
|
||||
Menu.SetMenuItemCount(toint(r));
|
||||
}
|
||||
fclose(file);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::TrySaveGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
std::string s = tostr(Menu.GetMenuItemCount());
|
||||
FILE* file = fopen(fileName.c_str(), "w");
|
||||
if (file != NULL)
|
||||
{
|
||||
fputs(s.c_str(), file);
|
||||
fflush(file);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
OnDrawSignal();
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
if (GameState == CONST_GAMESTATE_PRELOADING)
|
||||
{
|
||||
*SE::Console << "1CONST_GAMESTATE_PRELOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
LoadResources();
|
||||
GameState = CONST_GAMESTATE_LOADING;
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LOADING)
|
||||
{
|
||||
*SE::Console << "2CONST_GAMESTATE_LOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
StateTimer -= 1.f;
|
||||
}
|
||||
|
||||
if (TextureNamesToLoad.size() != 0)
|
||||
{
|
||||
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
|
||||
TextureNamesToLoad.erase(TextureNamesToLoad.begin());
|
||||
}
|
||||
else
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
StateTimer = 0.f;
|
||||
Loaded = true;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LEVEL)
|
||||
{
|
||||
*SE::Console << "3CONST_GAMESTATE_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_MENU)
|
||||
{
|
||||
//*SE::Console << "4CONST_GAMESTATE_MENU";
|
||||
Menu.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
|
||||
{
|
||||
*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
if (GameLevel.IsLoaded())
|
||||
{
|
||||
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameState = CONST_GAMESTATE_LEVEL;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
//CONNECT SLOT
|
||||
DisapplySignalsToMenu();
|
||||
ApplySignalsToGame();
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
|
||||
{
|
||||
*SE::Console << "6CONST_GAMESTATE_FROM_MENU_TO_CREDITS";
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_CREDITS;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
ApplySignalsToCredits();
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_CREDITS)
|
||||
{
|
||||
//*SE::Console << "7CONST_GAMESTATE_CREDITS";
|
||||
GameCredits.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_CREDITS_TO_MENU)
|
||||
{
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
StateTimer = 0.f;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::GoFromMenuToGame(int 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), "levelshot"+tostr(level+1));
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromGameToMenu()
|
||||
{
|
||||
//#ifndef TARGET_IOS
|
||||
// ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
|
||||
//#endif
|
||||
TrySaveGame();
|
||||
DisapplySignalsToGame();
|
||||
ApplySignalsToMenu();
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromMenuToCredits()
|
||||
{
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartAppear();
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromCreditsToMenu()
|
||||
{
|
||||
|
||||
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartDisappear();
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
|
||||
DisapplySignalsToCredits();
|
||||
}
|
||||
|
||||
void TMyApplication::MarkSetGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
void TMyApplication::MarkReleaseGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::OpenNextLevel()
|
||||
{
|
||||
Menu.OpenNextLevel();
|
||||
}
|
||||
|
||||
bool TMyApplication::IsLoaded()
|
||||
{
|
||||
return Loaded;
|
||||
}
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
}
|
@ -24,11 +24,6 @@
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "gamecode.h"
|
||||
#include "menucode.h"
|
||||
#include "creditscode.h"
|
||||
#include "loadingcode.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
@ -41,79 +36,11 @@ extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
|
||||
|
||||
extern boost::signals2::signal<void()> OnDrawSignal;
|
||||
|
||||
extern const std::string CONST_BLOCK_TEXTURE1;
|
||||
extern const std::string CONST_BLOCK_TEXTURE2;
|
||||
extern const std::string CONST_BLOCK_TEXTURE3;
|
||||
|
||||
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
|
||||
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
|
||||
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BALL_TEXTURE;
|
||||
extern const std::string CONST_BALLGLOW_TEXTURE;
|
||||
|
||||
extern const std::string CONST_WALL_LEFT_TEXTURE;
|
||||
extern const std::string CONST_WALL_RIGHT_TEXTURE;
|
||||
extern const std::string CONST_WALL_UP_TEXTURE;
|
||||
extern const std::string CONST_WALL_BONUS_TEXTURE;
|
||||
|
||||
|
||||
extern const std::string CONST_REFLECTOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
extern const std::string CONST_LOADING_TEXTURE;
|
||||
extern const std::string CONST_LOGO_SMALL_TEXTURE;
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
extern const std::string CONST_CREDITS_TEXTURE;
|
||||
|
||||
|
||||
|
||||
const int CONST_GAMESTATE_LEVEL = 1;
|
||||
const int CONST_GAMESTATE_MENU = 0;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
|
||||
const int CONST_GAMESTATE_CREDITS = 4;
|
||||
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
|
||||
const int CONST_GAMESTATE_LOADING = 6;
|
||||
const int CONST_GAMESTATE_PRELOADING = 7;
|
||||
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
TGameMenu Menu;
|
||||
TGameLevel GameLevel;
|
||||
TGameCredits GameCredits;
|
||||
TGameLoading GameLoading;
|
||||
|
||||
int GameState;
|
||||
float StateTimer;
|
||||
|
||||
void TryLoadSavedGame();
|
||||
void TrySaveGame();
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
|
||||
|
||||
void ApplySignalsToMenu();
|
||||
void DisapplySignalsToMenu();
|
||||
void ApplySignalsToGame();
|
||||
void DisapplySignalsToGame();
|
||||
void ApplySignalsToCredits();
|
||||
void DisapplySignalsToCredits();
|
||||
|
||||
public:
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
TMyApplication() : TApplication() { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
@ -123,21 +50,6 @@ public:
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
void GoFromMenuToGame(int level);
|
||||
void GoFromGameToMenu();
|
||||
void GoFromMenuToCredits();
|
||||
void GoFromCreditsToMenu();
|
||||
void MarkSetGameLevelPause();
|
||||
void MarkReleaseGameLevelPause();
|
||||
|
||||
void OpenNextLevel();
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
void LoadResources();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
@ -146,13 +58,10 @@ public:
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,220 +0,0 @@
|
||||
#include "menucode.h"
|
||||
#include "main_code.h"
|
||||
|
||||
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
|
||||
|
||||
const float CONST_MENU_POS_K = 0.25f;
|
||||
|
||||
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
|
||||
|
||||
const float CONST_SHIFT_ON_SIDE = 0.f;
|
||||
|
||||
TGameMenu::TGameMenu()
|
||||
: MenuSpeed(0)
|
||||
, MenuPos(0)
|
||||
, HoldToTap(false)
|
||||
, MenuItemCount(1)
|
||||
, SelectedGame(-1)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::Draw()
|
||||
{
|
||||
// *SE::Console << "TGameMenu::Draw";
|
||||
CheckGlError("Draw TGameMenu");
|
||||
RenderUniform1i("sel", 0);
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
float bkgShift = MenuPos*0.1f - 100.f;
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
|
||||
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
|
||||
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
|
||||
|
||||
|
||||
if (SelectedGame == 0)
|
||||
{
|
||||
RenderUniform1i("sel", 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderUniform1i("sel", 0);
|
||||
}
|
||||
|
||||
for (int i=0; i<MenuItemCount; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), Vector2f(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
|
||||
}
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), Vector2f(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f, 241.f), Vector2f(240.f+128.f, 305.f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 0.f), Vector2f(240.f+128.f+15.f, 64.f));
|
||||
|
||||
CheckGlError("Draw TGameMenu 2");
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::Update(size_t dt)
|
||||
{
|
||||
if (HoldToTap)
|
||||
return;
|
||||
// åñëè êíîïêà íå íàæàòà
|
||||
float k;
|
||||
|
||||
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
|
||||
|
||||
int menuItemToShowCount;
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
menuItemToShowCount = 13;
|
||||
}
|
||||
else
|
||||
{
|
||||
menuItemToShowCount = MenuItemCount;
|
||||
}
|
||||
|
||||
float acc;
|
||||
|
||||
if (MenuItemCount == 1)
|
||||
{
|
||||
k = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
|
||||
}
|
||||
|
||||
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
|
||||
|
||||
|
||||
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
|
||||
|
||||
if (xleft < 0)
|
||||
{
|
||||
xleft = 0;
|
||||
}
|
||||
|
||||
acc += xleft*CONST_MENU_POS_K;
|
||||
|
||||
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
|
||||
|
||||
if (xright < 0)
|
||||
{
|
||||
xright = 0;
|
||||
}
|
||||
|
||||
acc -= xright*CONST_MENU_POS_K;
|
||||
|
||||
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
|
||||
{
|
||||
MenuSpeed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
MenuSpeed += acc*dt;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2f realPos = pos - Vector2f(MenuPos, 0);
|
||||
|
||||
if (realPos(1) >= 80.f && realPos(1) <= 240.f)
|
||||
{
|
||||
float x = realPos(0) - 160.f;
|
||||
|
||||
int p = 0;
|
||||
while (x >280.f)
|
||||
{
|
||||
x -= 280.f;
|
||||
p++;
|
||||
}
|
||||
|
||||
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
|
||||
{
|
||||
SelectedGame = p;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SelectedGame = -1;
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUp(Vector2f pos)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnTapUp";
|
||||
HoldToTap = false;
|
||||
|
||||
if (SelectedGame != -1)
|
||||
{
|
||||
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
|
||||
Application->GoFromMenuToGame(SelectedGame);
|
||||
SelectedGame = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUpAfterMove(Vector2f pos)
|
||||
{
|
||||
HoldToTap = false;
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::OnFling(Vector2f slideSpeed)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnFling";
|
||||
HoldToTap = false;
|
||||
MenuSpeed = slideSpeed(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OnScroll(Vector2f shift)
|
||||
{
|
||||
MenuPos = MenuPos - shift(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OpenNextLevel()
|
||||
{
|
||||
*SE::Console << "TGameMenu::OpenNextLevel";
|
||||
if (MenuItemCount < 12)
|
||||
{
|
||||
MenuItemCount++;
|
||||
}
|
||||
}
|
||||
|
||||
int TGameMenu::GetMenuItemCount()
|
||||
{
|
||||
*SE::Console << "TGameMenu::GetMenuItemCount";
|
||||
return MenuItemCount;
|
||||
}
|
||||
|
||||
void TGameMenu::SetMenuItemCount(int menuItemCount)
|
||||
{
|
||||
*SE::Console << "TGameMenu::SetMenuItemCount";
|
||||
MenuItemCount = menuItemCount;
|
||||
}
|
@ -1,41 +0,0 @@
|
||||
#ifndef MENUCODE_H_INCLUDED
|
||||
#define MENUCODE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameMenu : public TGameAreaAncestor
|
||||
{
|
||||
protected:
|
||||
float MenuSpeed;
|
||||
float MenuPos;
|
||||
|
||||
bool HoldToTap;
|
||||
|
||||
int MenuItemCount;
|
||||
|
||||
int SelectedGame;
|
||||
|
||||
|
||||
public:
|
||||
TGameMenu();
|
||||
virtual void Draw();
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f pos);
|
||||
virtual void OnTapUp(Vector2f pos);
|
||||
virtual void OnTapUpAfterMove(Vector2f pos);
|
||||
virtual void OnFling(Vector2f slideSpeed);
|
||||
virtual void OnScroll(Vector2f shift);
|
||||
|
||||
void OpenNextLevel();
|
||||
int GetMenuItemCount();
|
||||
void SetMenuItemCount(int menuItemCount);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
@ -163,20 +163,11 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\game\creditscode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\gamecode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\loadingcode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp" />
|
||||
<ClCompile Include="..\..\..\game\menucode.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\game\creditscode.h" />
|
||||
<ClInclude Include="..\..\..\game\gamecode.h" />
|
||||
<ClInclude Include="..\..\..\game\game_area_interface.h" />
|
||||
<ClInclude Include="..\..\..\game\loadingcode.h" />
|
||||
<ClInclude Include="..\..\..\game\main_code.h" />
|
||||
<ClInclude Include="..\..\..\game\menucode.h" />
|
||||
<ClInclude Include="main.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
@ -21,18 +21,6 @@
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\menucode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\creditscode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\gamecode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\loadingcode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
@ -41,20 +29,5 @@
|
||||
<ClInclude Include="..\..\..\game\main_code.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\menucode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\creditscode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\game_area_interface.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\gamecode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\loadingcode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
|
||||
int width = 480;
|
||||
int height = 320;
|
||||
int width = 1280;
|
||||
int height = 720;
|
||||
|
||||
|
||||
if (CreateEngine(width, height))
|
||||
|