working with screen resizing
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@ -7,7 +7,7 @@
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"y_coord": 0.0
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},
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"texture": "galaxy_0.png",
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"scale": 1.2,
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"scale": 1,
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"Stars": [
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{
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"name": "star2",
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@ -157,7 +157,7 @@
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"y_coord": 0.55
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},
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"texture": "levels/star3/star-flare-3.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star3/star3_level1"
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@ -204,7 +204,7 @@
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"y_coord": 0.0
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},
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"texture": "levels/star4/star-flare-4.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star4/star4_level1"
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@ -247,11 +247,11 @@
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{
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"name": "star_0_5",
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"position": {
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"x_coord": 0.5,
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"x_coord": 0.6,
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"y_coord": -0.25
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},
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"texture": "levels/star5/star-flare-5.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star5/star5_level1"
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@ -298,7 +298,7 @@
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"y_coord": -0.55
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},
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"texture": "levels/star6/star-flare-6.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star6/star6_level1"
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@ -345,7 +345,7 @@
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"y_coord": -0.5
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},
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"texture": "levels/star7/star-flare-7.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star7/star7_level1"
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@ -392,7 +392,7 @@
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"y_coord": -0.26
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},
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"texture": "levels/star8/star-flare-8.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star8/star8_level1"
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@ -439,7 +439,7 @@
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"y_coord": 0.15
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},
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"texture": "levels/star9/star-flare-9.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star9/star9_level1"
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@ -486,7 +486,7 @@
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"y_coord": 0.35
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},
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"texture": "levels/star10/star-flare-10.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star10/star10_level1"
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@ -533,7 +533,7 @@
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"y_coord": 0.09
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},
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"texture": "levels/star11/star-flare-11.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star11/star11_level1"
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@ -580,7 +580,7 @@
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"y_coord": -0.05
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},
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"texture": "levels/star12/star-flare-12.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star12/star12_level1"
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@ -627,7 +627,7 @@
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"y_coord": -0.14
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},
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"texture": "levels/star13/star-flare-13.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star13/star13_level1"
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@ -674,7 +674,7 @@
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"y_coord": -0.0
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},
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"texture": "levels/star14/star-flare-14.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star14/star14_level1"
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@ -721,7 +721,7 @@
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"y_coord": 0.3
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},
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"texture": "levels/star15/star-flare-15.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star15/star15_level1"
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@ -735,7 +735,7 @@
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"y_coord": 0.07
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},
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"texture": "levels/star16/star-flare-16.png",
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"scale": 0.3,
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"scale": 0.15,
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"levels": [
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{
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"name": "levels/star16/star16_level1"
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@ -92,6 +92,15 @@ bool GalaxyMenu::InitGalaxyMenu(std::string config_json, float scale) {
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void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
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/*..Reset..*/
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if (s_width == currentWindowWidth && s_height == currentWindowHeight)
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{
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return;
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}
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currentWindowWidth = s_width;
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currentWindowHeight = s_height;
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galaxies_params.clear();
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stars_params.clear();
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@ -111,6 +120,7 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
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);*/
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/*..Menu geometry..*/
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xDimension = menuScale * gameScreenWidth;
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yDimension = menuScale * gameScreenHeight;
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Eigen::Vector2f currentMenuPos = Eigen::Vector2f(gameScreenCenter(0) + (gameScreenWidth/2/*relative to the screen x-dimension*/)*(menuPosition(0) - menu_offset(0)), gameScreenCenter(1) + (gameScreenHeight/2/*relative to the screen y-dimension*/)*(menuPosition(1) - menu_offset(1)));
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@ -158,34 +168,24 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
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}
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Eigen::Vector2f GalaxyMenu::textureSizeNormalize(Eigen::Vector2f texVec, int t_type) {
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float tex_ratio = texVec(0)/texVec(1);
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Eigen::Vector2f GalaxyMenu::textureSizeNormalize(Eigen::Vector2f texVec, int t_type)
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{
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float x_dim, y_dim;
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float Xmax; // Max normalized texture width
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float Xmin;
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float Ymax; // Max normalized texture height
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float Ymin;
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if (t_type == 0) {
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Xmax = SE::Renderer->GetScreenWidth();
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Xmin = Xmax;
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Ymax = SE::Renderer->GetScreenHeight();
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Ymin = Ymax;
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}
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else { // temp for star textures
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Xmax = (((float)SE::Renderer->GetScreenWidth())/2);
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Xmin = Xmax;
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Ymax = (((float)SE::Renderer->GetScreenHeight())/2);
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Ymin = Ymax;
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}
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if (texVec(0) > texVec(1)) {
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x_dim = val_clamp(texVec(0), Xmin, Xmax);
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float tex_ratio = texVec(0) / texVec(1);
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float screenRatio = SE::Renderer->GetScreenWidth() / (float)SE::Renderer->GetScreenHeight();
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if (tex_ratio > screenRatio)
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{
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y_dim = SE::Renderer->GetScreenHeight();
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x_dim = y_dim * tex_ratio;
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}
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else
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{
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x_dim = SE::Renderer->GetScreenWidth();
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y_dim = x_dim / tex_ratio;
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}
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else {
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y_dim = val_clamp(texVec(1), Ymin, Ymax);
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x_dim = y_dim * tex_ratio;
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}
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return Eigen::Vector2f(x_dim, y_dim);
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}
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@ -201,6 +201,10 @@ float GalaxyMenu::val_clamp(float val, float min, float max) {
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void GalaxyMenu::DrawGalaxyMenu() {
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Renderer->PushOrthoProjection();
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Renderer->PushMatrix();
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Renderer->LoadIdentity();
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for (int i = 0; i < galaxies_params.size(); i++) {
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glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList["galaxy_" + std::to_string(i)]);
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@ -246,6 +250,9 @@ void GalaxyMenu::DrawGalaxyMenu() {
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}
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Renderer->PopMatrix();
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Renderer->PopProjectionMatrix();
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}
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void GalaxyMenu::InteractWithGalaxy(size_t dt) {
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@ -36,6 +36,8 @@ public:
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// ::#Params#::
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Eigen::Vector2f menuPosition = Eigen::Vector2f(0.f, 0.f); // relative to the screen center(0.f,0.f means center) (not const!!)
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float menuScale = 1.f; // (not const!!)
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int currentWindowWidth;
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int currentWindowHeight;
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float xDimension;
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float yDimension;
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float anchorSize = 1.f;
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@ -89,12 +89,28 @@ void TBrick::SetInvisible()
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void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
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{
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float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
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float screenRatioToFixedRatio = screenRatio / 1.6f;
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Vector2f offset;
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float scale;
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if (screenRatioToFixedRatio > 1.f)
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{
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offset[0] = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
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offset[1] = 0;
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scale = Renderer->GetMatrixHeight() / 480.f;
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}
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else
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{
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offset[0] = 0;
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offset[1] = 0;// (screenHeight - screenHeight * screenRatioToFixedRatio) / 2.f;
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scale = Renderer->GetMatrixWidth() / 768.f;
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}
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Vector2f centerPos = GetPosFrom(ipos, jpos, screenWidth);
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float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (LEVEL_VIEWPORT_HEIGHT/320.f));
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Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (768/480.f), 0.5f*CONST_BRICK_HEIGHT * (480/320.f));
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std::string texName;
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if (Locked == 2)
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@ -109,6 +125,9 @@ void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
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{
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texName = CONST_BLOCK_TEXTURE1;
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}
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//Vector2f offset = { (Renderer->GetMatrixWidth() - 768) / 2.f,
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// (Renderer->GetMatrixHeight() - 480) / 2.f };
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if (State == CONST_BRICKSTATE_DISAPPEAR)
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{
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@ -116,7 +135,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
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RenderUniform1f("Transparency", StateTimer/CONST_BRICK_DISAPPEAR_TIME);
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RenderUniform4fv("BrickColor", (Color.data()));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
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Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
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Renderer->DrawRect((centerPos - blockHalfSize) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
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}
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else if (State == CONST_BRICKSTATE_APPEAR)
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{
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@ -124,7 +143,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
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RenderUniform1f("Transparency", 1.f - StateTimer/CONST_BRICK_APPEAR_TIME);
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RenderUniform4fv("BrickColor", Color.data());
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
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Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
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Renderer->DrawRect((centerPos - blockHalfSize) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
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}
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}
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@ -160,14 +179,15 @@ Vector4f TBrick::GetColor()
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Vector2f TBrick::GetPosFrom(int ipos, int jpos, int screenWidth)
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{
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float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f));
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const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (768/480.f), CONST_BRICK_SHIFT_Y * (480 /320.f));
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Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
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//Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
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return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
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return BorderShift+Vector2f(CONST_BRICK_WIDTH*(768 /480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(768 /480.f),
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480 - CONST_BRICK_HEIGHT*(480 /320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(480.f /320.f));
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}
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void TBrick::Disappear()
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@ -257,6 +277,22 @@ int TBonusFalling::GetType()
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void TBonusFalling::Draw()
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{
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float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
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float screenRatioToFixedRatio = screenRatio / 1.6f;
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Vector2f offset;
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float scale;
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if (screenRatioToFixedRatio > 1.f)
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{
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offset[0] = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
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offset[1] = 0;
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scale = Renderer->GetMatrixHeight() / 480.f;
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}
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else
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{
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offset[0] = 0;
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offset[1] = 0;// (screenHeight - screenHeight * screenRatioToFixedRatio) / 2.f;
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scale = Renderer->GetMatrixWidth() / 768.f;
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}
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Vector2f BonusHalfSize = Vector2f(16.f, 16.f);
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@ -266,7 +302,7 @@ void TBonusFalling::Draw()
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RenderUniform1f("Transparency", transparency);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[TexName]);
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Renderer->DrawRect(Pos - BonusHalfSize, Pos + BonusHalfSize);
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Renderer->DrawRect((Pos - BonusHalfSize) * scale + offset, (Pos + BonusHalfSize) * scale + offset);
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}
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@ -310,12 +346,11 @@ void TBall::Go()
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{
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// Velocity = Normalize(Vector2f(2.f, 1.f));
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Velocity = Vector2f(2.f, 1.f).normalized();
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Velocity = { 0, 1 }; // Vector2f(2.f, 1.f).normalized();
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}
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void TBall::ReflectToLeft()
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{
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Application->hitSpark("left",Pos);
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if (Velocity(0) > 0.f)
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@ -326,7 +361,6 @@ void TBall::ReflectToLeft()
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void TBall::ReflectToRight()
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{
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Application->hitSpark("right", Pos);
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if (Velocity(0) < 0.f)
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@ -337,7 +371,6 @@ void TBall::ReflectToRight()
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void TBall::ReflectToUp()
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{
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Application->hitSpark("up", Pos);
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if (Velocity(1) < 0.f)
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@ -348,7 +381,6 @@ void TBall::ReflectToUp()
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void TBall::ReflectToDown()
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{
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Application->hitSpark("down", Pos);
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if (Velocity(1) > 0.f)
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@ -367,11 +399,11 @@ float ReflectorPlaneFunction(float shift)
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Something like this
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*/
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float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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float hRW = (CONST_REFLECTOR_WIDTH*LEVEL_VIEWPORT_WIDTH / 700.f)*0.5f; // Half Reflector width
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//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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float hRW = (CONST_REFLECTOR_WIDTH*768 / 700.f)*0.5f; // Half Reflector width
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float hRPW = hRW*0.594f; // Half Reflector plane width
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float cRH = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT / 480.f; // Current Reflector Height
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float cRH = CONST_REFLECTOR_HEIGHT*480 / 480.f; // Current Reflector Height
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if (shift >= -(hRW) && shift < -(hRPW)) {
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float t = (shift+ hRW)/cRH;
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@ -390,9 +422,9 @@ float ReflectorPlaneFunction(float shift)
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void TBall::TryReflectOnReflector(Vector2f refPos)
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{
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float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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const float reflectionShiftY = 13.f;
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const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT/480.f;
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const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*480/480.f;
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@ -437,7 +469,8 @@ void TBall::Update(size_t dt)
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//===========================================
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//===========================================
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//===========================================
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bool TGameLevel::XXX = true;
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TGameLevel::TGameLevel(int levelStar, int levelIndex)
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{
|
||||
@ -480,8 +513,8 @@ int TGameLevel::getLevelIndex()
|
||||
void TGameLevel::ReloadBlockInstansingList(int screenWidth)
|
||||
{
|
||||
|
||||
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
|
||||
std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
|
||||
|
||||
@ -515,8 +548,8 @@ void TGameLevel::ReloadBlockInstansingList(int screenWidth)
|
||||
itr--;
|
||||
}
|
||||
|
||||
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
|
||||
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
|
||||
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(768/480.f), -0.5f*CONST_BRICK_HEIGHT*(480/320.f));
|
||||
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(768 /480.f), +0.5f*CONST_BRICK_HEIGHT*(480 /320.f));
|
||||
|
||||
itr->second.Data += MakeDataTriangleList(posFrom, posTo);
|
||||
|
||||
@ -534,10 +567,10 @@ void TGameLevel::ReloadBlockInstansingList(int screenWidth)
|
||||
Vector2f TGameLevel::GetBlock(const Vector2f& pos)
|
||||
{
|
||||
|
||||
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*(LEVEL_VIEWPORT_WIDTH /480.f) - ((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f)) / (CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH /480.f)));
|
||||
int y = static_cast<int>((LEVEL_VIEWPORT_HEIGHT + CONST_BRICK_SHIFT_Y*(LEVEL_VIEWPORT_HEIGHT/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)));
|
||||
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*(768 /480.f)) / (CONST_BRICK_WIDTH*(768 /480.f)));
|
||||
int y = static_cast<int>((480 + CONST_BRICK_SHIFT_Y*(480/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(480/320.f)));
|
||||
|
||||
|
||||
if (x < 0)
|
||||
@ -692,7 +725,7 @@ void TGameLevel::ReloadLevel()
|
||||
rowColorIterator++;
|
||||
}
|
||||
|
||||
ReloadBlockInstansingList(Renderer->GetScreenWidth());
|
||||
ReloadBlockInstansingList(Application->GetGameLevelScreenHeight());
|
||||
|
||||
}
|
||||
|
||||
@ -722,7 +755,7 @@ void TGameLevel::SetStandBy()
|
||||
void TGameLevel::SetLoading()
|
||||
{
|
||||
|
||||
InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
|
||||
InitLevel(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight());
|
||||
StateTimer = CONST_TIMER_LOADING;
|
||||
LevelState = CONST_LEVELSTATE_LOADING;
|
||||
}
|
||||
@ -730,10 +763,10 @@ void TGameLevel::SetLoading()
|
||||
void TGameLevel::InitLevel(int screenWidth, int screenHeight)
|
||||
{
|
||||
|
||||
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
ReflectorPos = Vector2f(screenWidth*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
|
||||
Vector2f ballPos = Vector2f(screenWidth*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f);
|
||||
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
ReflectorPos = { 0.5f, 43.5 / Application->GetGameLevelScreenHeight() }; // Vector2f(screenWidth*0.5f, 16 * LEVEL_VIEWPORT_HEIGHT / 320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
|
||||
Vector2f ballPos = Vector2f(screenWidth*0.5f, 80* 480/320.f);
|
||||
|
||||
BallList.clear();
|
||||
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
|
||||
@ -834,11 +867,14 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
CheckGlError();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Renderer->PushProjectionMatrix(screenWidth, screenHeight);
|
||||
Renderer->PushMatrix();
|
||||
Renderer->LoadIdentity();
|
||||
|
||||
if (LevelState == CONST_LEVELSTATE_LOADING)
|
||||
{
|
||||
Renderer->PushMatrix();
|
||||
|
||||
float scale = 1.f - 0.5f*StateTimer/CONST_TIMER_LOADING;
|
||||
if (scale < 0.5f)
|
||||
scale = 0.5f;
|
||||
@ -846,13 +882,13 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
if (scale > 1.f)
|
||||
scale = 1.f;
|
||||
|
||||
Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
Renderer->ScaleMatrix(scale);
|
||||
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[levelName + "_prerendered"]);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[levelName + "_prerender"]);
|
||||
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();
|
||||
|
||||
Renderer->PopMatrix();
|
||||
Renderer->PopProjectionMatrix();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@ -869,20 +905,24 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
{
|
||||
|
||||
//See also below (same method)
|
||||
Renderer->PushMatrix();
|
||||
Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
Renderer->ScaleMatrix(OutScale);
|
||||
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
// Renderer->PushMatrix();
|
||||
//Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
// Renderer->ScaleMatrix(OutScale);
|
||||
//Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
|
||||
DrawBuffer();
|
||||
|
||||
if (mustShowButtons)
|
||||
{
|
||||
DrawPauseButtons();
|
||||
}
|
||||
Renderer->PopMatrix();
|
||||
//Renderer->PopMatrix();
|
||||
CheckGlError();
|
||||
|
||||
drawOutline(screenWidth, screenHeight);
|
||||
|
||||
Renderer->PopMatrix();
|
||||
Renderer->PopProjectionMatrix();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@ -926,19 +966,42 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
|
||||
|
||||
std::list<TBall>::iterator iBall;
|
||||
|
||||
|
||||
|
||||
float screenRatio = screenWidth / (float)screenHeight;
|
||||
float screenRatioToFixedRatio = screenRatio / 1.6f;
|
||||
Vector2f offset;
|
||||
float scale;
|
||||
if (screenRatioToFixedRatio > 1.f)
|
||||
{
|
||||
offset[0] = (screenWidth - screenWidth / screenRatioToFixedRatio) / 2.f;
|
||||
offset[1] = 0;
|
||||
scale = matrixHeight / 480.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
offset[0] = 0;
|
||||
offset[1] = 0;// (screenHeight - screenHeight * screenRatioToFixedRatio) / 2.f;
|
||||
scale = matrixWidth / 768.f;
|
||||
}
|
||||
|
||||
Renderer->PushShader("BrickShader");
|
||||
|
||||
|
||||
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||||
{
|
||||
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||||
{
|
||||
BlockMatrix[i][j].TryDrawAppear(i,j, screenWidth); //Draws only appearing/disappearing blocks
|
||||
}
|
||||
}
|
||||
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
|
||||
|
||||
for (int i = 0; i < CONST_BRICKMATRIX_WIDTH; i++)
|
||||
{
|
||||
for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++)
|
||||
{
|
||||
BlockMatrix[i][j].TryDrawAppear(i, j, screenWidth); //Draws only appearing/disappearing blocks
|
||||
}
|
||||
}
|
||||
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
|
||||
//Vector2f outlineShift = Vector2f(((screenWidth - Application->GetGameLevelScreenWidth())*0.5f), 0.f);
|
||||
Renderer->PushMatrix();
|
||||
Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0));
|
||||
Renderer->ScaleMatrix(scale);
|
||||
|
||||
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
|
||||
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
|
||||
@ -957,28 +1020,32 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
|
||||
Renderer->DrawTriangleList(colorBlockIterator->second);
|
||||
}
|
||||
|
||||
|
||||
std::list<TBonusFalling>::iterator iBonus;
|
||||
|
||||
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
|
||||
{
|
||||
iBonus->Draw();
|
||||
}
|
||||
|
||||
|
||||
DrawBallInstancingList(blackAndWhite);
|
||||
|
||||
Renderer->PopMatrix();
|
||||
|
||||
|
||||
std::list<TBonusFalling>::iterator iBonus;
|
||||
|
||||
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
|
||||
{
|
||||
iBonus->Draw();
|
||||
}
|
||||
|
||||
Application->EffectsDraw();
|
||||
|
||||
|
||||
|
||||
DrawBallInstancingList(blackAndWhite);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
|
||||
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
|
||||
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, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
|
||||
Vector2f matrixSize = ReflectorPos.cwiseProduct(Vector2f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight()));
|
||||
Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) + matrixSize + offset,
|
||||
Vector2f(xRW*0.5f, yRH*0.5f) + matrixSize + offset, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
|
||||
|
||||
const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
|
||||
const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
|
||||
@ -1048,7 +1115,9 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Renderer->PopMatrix();
|
||||
Renderer->PopProjectionMatrix();
|
||||
|
||||
CheckGlError();
|
||||
}
|
||||
@ -1056,11 +1125,14 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
|
||||
void TGameLevel::DrawPauseButtons() //continue from
|
||||
{
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(-128.f, -64.f)+CONST_SLIDE_UP_POS, Vector2f(128.f, 64.f)+CONST_SLIDE_UP_POS);
|
||||
float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f;
|
||||
float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(x_levelScreenCenter - 128.f, y_levelScreenCenter - 64.f) + CONST_SLIDE_UP_POS, Vector2f(x_levelScreenCenter + 128.f, y_levelScreenCenter + 64.f) + CONST_SLIDE_UP_POS);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_TAP_TO_CONTINUE_BTN_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(-128.f, -128.f)+CONST_TAP_TO_CONTINUE_POS, Vector2f(128.f, 128.f)+CONST_TAP_TO_CONTINUE_POS);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_TAP_TO_CONTINUE_BTN_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(x_levelScreenCenter - 128.f, y_levelScreenCenter - 128.f) + CONST_TAP_TO_CONTINUE_POS, Vector2f(x_levelScreenCenter + 128.f, y_levelScreenCenter + 128.f) + CONST_TAP_TO_CONTINUE_POS);
|
||||
|
||||
}
|
||||
|
||||
@ -1162,7 +1234,6 @@ bool TGameLevel::IsPaused()
|
||||
|
||||
void TGameLevel::Update(size_t dt)
|
||||
{
|
||||
|
||||
if (LevelState == CONST_LEVELSTATE_NODRAW)
|
||||
{
|
||||
return;
|
||||
@ -1259,8 +1330,8 @@ void TGameLevel::Update(size_t dt)
|
||||
{
|
||||
iBonus->Update(dt);
|
||||
|
||||
if ((fabs(ReflectorPos(0) - iBonus->GetPos()(0))<CONST_BONUS_CATCH_DISTANCE_X) &&
|
||||
(fabs(ReflectorPos(1) - iBonus->GetPos()(1))<CONST_BONUS_CATCH_DISTANCE_Y))
|
||||
if ((fabs(ReflectorPos(0) * 768 - iBonus->GetPos()(0))<CONST_BONUS_CATCH_DISTANCE_X) &&
|
||||
(fabs(ReflectorPos(1) * 480 - iBonus->GetPos()(1))<CONST_BONUS_CATCH_DISTANCE_Y))
|
||||
{
|
||||
int bonusType = iBonus->GetType();
|
||||
iBonus = BonusFallingList.erase(iBonus);
|
||||
@ -1555,8 +1626,8 @@ void TGameLevel::UpdateBallList(size_t dt)
|
||||
|
||||
std::list<TBall>::iterator iBall;
|
||||
|
||||
float LEVEL_VIEWOPRT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
//float LEVEL_VIEWOPRT_WIDTH = Application->GetGameLevelScreenWidth();
|
||||
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
|
||||
|
||||
bool mustReloadBalls = false;
|
||||
|
||||
@ -1602,33 +1673,34 @@ void TGameLevel::UpdateBallList(size_t dt)
|
||||
|
||||
Vector2f ballPos = iBall->GetPos();
|
||||
|
||||
float xWO = (Renderer->GetScreenWidth()-LEVEL_VIEWOPRT_WIDTH)*0.5f; // x Wall Offest
|
||||
float yWO = (Renderer->GetScreenHeight()-LEVEL_VIEWPORT_HEIGHT)*0.5f; // y Wall Offset
|
||||
// float xWO = (Renderer->GetScreenWidth()-LEVEL_VIEWOPRT_WIDTH)*0.5f; // x Wall Offest
|
||||
//float yWO = (Renderer->GetScreenHeight()-LEVEL_VIEWPORT_HEIGHT)*0.5f; // y Wall Offset
|
||||
|
||||
if (ballPos(0) > (xWO + LEVEL_VIEWOPRT_WIDTH)-15.f*(LEVEL_VIEWOPRT_WIDTH/480.f))
|
||||
if (ballPos(0) > (768)-15.f*(768 /480.f))
|
||||
{
|
||||
iBall->ReflectToLeft();
|
||||
}
|
||||
|
||||
if (ballPos(0) < xWO + 15.f)
|
||||
if (ballPos(0) < 15.f)
|
||||
{
|
||||
iBall->ReflectToRight();
|
||||
}
|
||||
|
||||
if (ballPos(1) > (yWO+LEVEL_VIEWPORT_HEIGHT)-16.f * (LEVEL_VIEWPORT_HEIGHT/320.f))
|
||||
if (ballPos(1) > (480)-16.f * (480 /320.f))
|
||||
{
|
||||
iBall->ReflectToDown();
|
||||
}
|
||||
|
||||
if (BonusFloorTimer > 0.f)
|
||||
{
|
||||
if (ballPos(1) < yWO+13.0f*(LEVEL_VIEWPORT_HEIGHT/320.f))
|
||||
if (ballPos(1) < 13.0f*(480 /320.f))
|
||||
{
|
||||
iBall->ReflectToUp();
|
||||
}
|
||||
}
|
||||
|
||||
iBall->TryReflectOnReflector(ReflectorPos);
|
||||
Vector2f matrixSize = { 768, 480 };
|
||||
iBall->TryReflectOnReflector(ReflectorPos.cwiseProduct(matrixSize));
|
||||
|
||||
Vector2f ipos = GetBlock(ballPos);
|
||||
if (!(ipos == iBall->BallInBlock))
|
||||
@ -1703,7 +1775,7 @@ void TGameLevel::UpdateBallList(size_t dt)
|
||||
|
||||
if (blockListChanged)
|
||||
{
|
||||
ReloadBlockInstansingList(Renderer->GetScreenWidth());
|
||||
ReloadBlockInstansingList(Application->GetGameLevelScreenWidth());
|
||||
}
|
||||
|
||||
if (mustReloadBalls)
|
||||
@ -1745,10 +1817,15 @@ void TGameLevel::MultiplyBalls(Vector2f pos, Vector2f velocity)
|
||||
|
||||
void TGameLevel::OnTapDown(Vector2f pos)
|
||||
{
|
||||
float xOffset = (Renderer->GetMatrixWidth() - Application->GetGameLevelScreenWidth()) / 2.f;
|
||||
float yOffset = (Renderer->GetMatrixHeight() - Application->GetGameLevelScreenHeight()) / 2.f;
|
||||
|
||||
float xPos = pos(0) - xOffset;
|
||||
float yPos = pos(1) - yOffset;
|
||||
|
||||
if (LevelState == CONST_LEVELSTATE_STANDBY)
|
||||
{
|
||||
if (TapInBackBtnArea(pos))
|
||||
if (TapInBackBtnArea({ xPos, yPos }))
|
||||
{
|
||||
SetPause();
|
||||
PrevLevelStateIsStandby = true;
|
||||
@ -1761,22 +1838,20 @@ void TGameLevel::OnTapDown(Vector2f pos)
|
||||
}
|
||||
}
|
||||
else if (LevelState == CONST_LEVELSTATE_PLAYING)
|
||||
{
|
||||
|
||||
|
||||
if (TapInBackBtnArea(pos))
|
||||
{
|
||||
if (TapInBackBtnArea({ xPos, yPos }))
|
||||
{
|
||||
SetPause();
|
||||
}
|
||||
else if (fabs(ReflectorPos(0) - pos(0))>64.f)
|
||||
else// if (fabs(ReflectorPos(0) - xPos / Application->GetGameLevelScreenWidth()) > 64.f / Application->GetGameLevelScreenWidth())
|
||||
{
|
||||
ReflectorPos(0) = pos(0);
|
||||
ReflectorPos(0) = xPos / Application->GetGameLevelScreenWidth();
|
||||
}
|
||||
|
||||
}
|
||||
else if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||||
{
|
||||
if (pos(1) > 128.f)
|
||||
if (yPos > 128.f)
|
||||
{
|
||||
ReleasePause();
|
||||
}
|
||||
@ -1803,7 +1878,7 @@ void TGameLevel::OnScroll(Vector2f shift)
|
||||
const float CONST_SCROLL_SCALE = 1.1f;
|
||||
if (LevelState == CONST_LEVELSTATE_PLAYING || LevelState == CONST_LEVELSTATE_STANDBY)
|
||||
{
|
||||
ReflectorPos(0) -= CONST_SCROLL_SCALE*shift(0);
|
||||
ReflectorPos(0) -= CONST_SCROLL_SCALE * shift(0) / Application->GetGameLevelScreenWidth();
|
||||
}
|
||||
else if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||||
{
|
||||
|
@ -195,6 +195,8 @@ protected:
|
||||
public:
|
||||
TGameLevel(int levelStar, int levelIndex);
|
||||
~TGameLevel();
|
||||
|
||||
static bool XXX;
|
||||
|
||||
void FillWithFile(const std::string& filename);
|
||||
//void setBackground(const std::string& assignedShutterstock);
|
||||
|
@ -129,7 +129,12 @@ void TMyApplication::SaveUserProgress(int levelStar, int levelIndex)
|
||||
SaveFileToAndroid("user_progress.json", ss.str());
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerChangeWidthHeight(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
|
||||
{
|
||||
Menu.GalaxMenu.UpdateGalaxyMenu(matrixWidth, matrixHeight, 0);
|
||||
SetGameLevelScreenScale();
|
||||
}
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
@ -154,10 +159,8 @@ void TMyApplication::InnerInit()
|
||||
|
||||
LoadUserProgress();
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
GetConsole() <<"APP INIT\n";
|
||||
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
GameState = CONST_GAMESTATE_PRELOADING;
|
||||
StateTimer = 0.f;
|
||||
@ -221,10 +224,8 @@ void TMyApplication::InnerDeinit()
|
||||
{
|
||||
Inited = false;
|
||||
Loaded = false;
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
GetConsole() << "APP DEINIT\n";
|
||||
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
@ -474,7 +475,10 @@ void TMyApplication::TrySaveGame()
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::OnKeyPress(size_t key)
|
||||
{
|
||||
TGameLevel::XXX = !TGameLevel::XXX;
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
@ -519,8 +523,6 @@ void TMyApplication::InnerUpdate(size_t dt)
|
||||
|
||||
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
||||
|
||||
Renderer->SetProjectionMatrix(768, 480);
|
||||
|
||||
Renderer->LoadIdentity();
|
||||
|
||||
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
|
||||
@ -544,7 +546,9 @@ void TMyApplication::InnerUpdate(size_t dt)
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
ApplySignalsToMenu();
|
||||
|
||||
LoadGalaxyUi();
|
||||
LoadGalaxyUi();
|
||||
|
||||
Menu.GalaxMenu.UpdateGalaxyMenu(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight(), 0);
|
||||
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
StateTimer = 0.f;
|
||||
@ -895,14 +899,47 @@ void TMyApplication::EffectsUpdate(size_t dt) {
|
||||
lvlFirework.update(dt / 1000.f);
|
||||
}
|
||||
void TMyApplication::EffectsDraw() {
|
||||
|
||||
float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
|
||||
float screenRatioToFixedRatio = screenRatio / 1.6f;
|
||||
Vector2f offset;
|
||||
float scale;
|
||||
if (screenRatioToFixedRatio > 1.f)
|
||||
{
|
||||
offset[0] = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
|
||||
offset[1] = 0;
|
||||
scale = Renderer->GetMatrixHeight() / 480.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
offset[0] = 0;
|
||||
offset[1] = 0;// (screenHeight - screenHeight * screenRatioToFixedRatio) / 2.f;
|
||||
scale = Renderer->GetMatrixWidth() / 768.f;
|
||||
}
|
||||
|
||||
Renderer->PushMatrix();
|
||||
Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0));
|
||||
Renderer->ScaleMatrix(scale);
|
||||
|
||||
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
lsparkler.draw();
|
||||
rsparkler.draw();
|
||||
tsparkler.draw();
|
||||
bsparkler.draw();
|
||||
lvlFirework.draw();
|
||||
|
||||
Renderer->PopMatrix();
|
||||
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
void TMyApplication::hitSpark(std::string direct,Vector2f Pos) {
|
||||
|
||||
if (direct == "left") {
|
||||
lsparkler.setCoords({ Pos(0),Pos(1),0 });
|
||||
lsparkler.stopSpawn();
|
||||
|
@ -141,6 +141,10 @@ public:
|
||||
void LoadUserProgress();
|
||||
void SaveUserProgress(int levelStar, int levelIndex);
|
||||
|
||||
void InnerChangeWidthHeight(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight) override;
|
||||
|
||||
|
||||
virtual void OnKeyPress(size_t key);
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
@ -90,7 +90,7 @@ void TGameMenu::Update(size_t dt)
|
||||
#ifdef GALAX_MENU_UPDATE
|
||||
/*..Galaxy Menu..*/
|
||||
GalaxMenu.InteractWithGalaxy(dt);
|
||||
GalaxMenu.UpdateGalaxyMenu((float)SE::Renderer->GetScreenWidth(), (float)SE::Renderer->GetScreenHeight(), dt);
|
||||
//GalaxMenu.UpdateGalaxyMenu((float)SE::Renderer->GetScreenWidth(), (float)SE::Renderer->GetScreenHeight(), dt);
|
||||
#else
|
||||
if (HoldToTap)
|
||||
return;
|
||||
|
Loading…
Reference in New Issue
Block a user