need fix at galaxy_menu.cpp #222
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1abfa608b2
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@ -6,6 +6,7 @@
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GalaxyMenu::GalaxyMenu()
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{
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}
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GalaxyMenu::~GalaxyMenu()
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@ -46,7 +47,12 @@ bool GalaxyMenu::InitGalaxyMenu(std::string config_json, float scale) {
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/*..Levels..*/
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BOOST_FOREACH(auto levels_pt, stars_pt.second.get_child("levels")) {
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star.selectionMenu.levels.push_back(levels_pt.second.get<std::string>("name", "empty"));
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std::string levelName = levels_pt.second.get<std::string>("name", "empty");
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star.selectionMenu.levels.push_back(levelName);
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TGameLevel lvl;
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lvl.FillWithFile(ST::PathToResources + "level" + levelName.substr(levelName.find("_") + 1) + ".txt");
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star.selectionMenu.gameLevels.push_back(lvl);
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}
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galax.Stars.push_back(star);
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@ -158,8 +164,15 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
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// buttons
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std::vector<std::pair<Eigen::Vector2f, Eigen::Vector2f>> buttons_params;
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buttons_params.resize(galaxies[i].Stars[j].selectionMenu.levels.size());
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for (int y = 0; y < buttons_params.size(); y++) {
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std::vector<std::vector<GameLevelInterior>> interior_params;
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int levelsCount = galaxies[i].Stars[j].selectionMenu.levels.size();
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buttons_params.resize(levelsCount);
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interior_params.resize(levelsCount);
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for (int v = 0; v < interior_params.size(); v++) {
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interior_params[v].resize(CONST_BRICKMATRIX_HEIGHT*CONST_BRICKMATRIX_WIDTH);
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}
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for (int y = 0; y < levelsCount; y++) {
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GameLevelInterior levelInter;
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float x_rpos = (galaxies[i].Stars[j].selectionMenu.border_x_offset + (y - floor((float)y / (float)galaxies[i].Stars[j].selectionMenu.columns)*(float)galaxies[i].Stars[j].selectionMenu.columns)*(button_x_dim + galaxies[i].Stars[j].selectionMenu.buttons_offset) + button_x_dim/2);
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//float y_rpos = (/**/ galaxies[i].Stars[j].selectionMenu.border_y_offset + (floor((float)y / (float)galaxies[i].Stars[j].selectionMenu.columns))*(/*..*/ galaxies[i].Stars[j].selectionMenu.buttons_offset + button_x_dim / galaxies[i].Stars[j].selectionMenu.buttons_ratio /*..*/) + button_x_dim/galaxies[i].Stars[j].selectionMenu.buttons_ratio/2 /**/);
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@ -176,7 +189,46 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
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)
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);
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/*..Interior params..*/
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/*.matrix init.*/
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int brickMatr[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
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for (int w = 0; w < CONST_BRICKMATRIX_WIDTH; w++)
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{
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for (int h = 0; h < CONST_BRICKMATRIX_HEIGHT; h++)
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{
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if (galaxies[i].Stars[j].selectionMenu.gameLevels[y].BlockMatrix[w][h].IsAppear()) {
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brickMatr[w][h] = 1;
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}
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else {
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brickMatr[w][h] = 0;
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}
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}
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}
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/*.params init.*/
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float brick_w = 0.06f;
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float brick_ratio = 1.6f;
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float brick_h = brick_w / brick_ratio;
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float xb_offset = 0.01f; // x border offset * 0.5
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float yb_offset = 0.01f; // offset from top
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int loop_itr = 0;
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for (int w = 0; w < CONST_BRICKMATRIX_WIDTH; w++) {
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for (int h = 0; h < CONST_BRICKMATRIX_HEIGHT; h++) {
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levelInter.position = Eigen::Vector2f(
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(buttons_params[y].first(0) - buttons_params[y].second(0)*0.5f) + (xb_offset + brick_w * w + brick_w * 0.5f) * buttons_params[y].second(0),
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(buttons_params[y].first(1) + buttons_params[y].second(1)*0.5f) - (yb_offset + brick_h * h + brick_h * 0.5f)*buttons_params[y].second(1)
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);
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levelInter.dimensions = Eigen::Vector2f(
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buttons_params[y].second(0)*brick_w/* * brickMatr[w][h]*/, //drawable block coefficient - #NOW NEED TO BE FIXED AT (matrix init) sections#
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buttons_params[y].second(1)*brick_h/* * brickMatr[w][h]*/
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);
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//inited
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interior_params[y][loop_itr++] = levelInter;
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}
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}
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}
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galaxies[i].Stars[j].selectionMenu.levelInterior = interior_params;
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galaxies[i].Stars[j].selectionMenu.buttons = buttons_params;
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}
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}
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@ -618,6 +670,18 @@ void GalaxyMenu::drawSelectionMenu(int index) {
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galaxies[0].Stars[i].selectionMenu.buttons[j].first(1) + galaxies[0].Stars[i].selectionMenu.buttons[j].second(1) / 2
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)
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); // DrawRect
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/*..draw level interior..*/
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drawLevelInterior(i,j);
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/*std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
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for (colorBlockIterator = galaxies[0].Stars[i].selectionMenu.levelInterior[j].BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != galaxies[0].Stars[i].selectionMenu.levelInterior[j].BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
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{
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RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
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glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[colorBlockIterator->first.second]);
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Renderer->DrawTriangleList(colorBlockIterator->second);
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}*/
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}
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}
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@ -722,4 +786,21 @@ void GalaxyMenu::drawBorder(Eigen::Vector2f lb_, Eigen::Vector2f rt_, float scal
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Eigen::Vector2f(rt_(0) + width * scale*0.5f, lb_(1) + width * scale*0.5f)
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); // bottom
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}
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}
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void GalaxyMenu::drawLevelInterior(int star, int button) {
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glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList[CONST_BLOCK_TEXTURE1]);
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for (int i = 0; i < galaxies[0].Stars[star].selectionMenu.levelInterior[button].size(); i++) {
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Renderer->DrawRect(
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Eigen::Vector2f(
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galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].position(0) - galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].dimensions(0)*0.5f,
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galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].position(1) - galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].dimensions(1)*0.5f
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),
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Eigen::Vector2f(
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galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].position(0) + galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].dimensions(0)*0.5f,
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galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].position(1) + galaxies[0].Stars[star].selectionMenu.levelInterior[button][i].dimensions(1)*0.5f
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)
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);
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}
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}
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@ -5,6 +5,7 @@
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#include <string>
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#include "galaxy.h"
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#include "level_interior.h"
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#include "include/Engine.h"
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@ -47,6 +48,7 @@ public:
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private:
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void readSaveData(); // inner init method
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/*..calc methodes..*/
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@ -83,6 +85,7 @@ private:
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/*..draw methodes..*/
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void drawSelectionMenu(int index);
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void drawBorder(Eigen::Vector2f lb_, Eigen::Vector2f rt_, float scale, std::string mode);
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void drawLevelInterior(int star = -1, int button = -1);
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};
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@ -4,10 +4,17 @@
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#include "include/Engine.h"
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#include <string>
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#include "gamecode.h" // tmp
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#include "level_interior.h"
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class LevelSelection {
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public:
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std::vector<std::string> levels;
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/*..LEVELS..*/
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std::vector<std::string> levels; // levels names, uses gameLevels init
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/*..levels interior info..*/
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std::vector<TGameLevel> gameLevels;
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std::vector<std::vector<GameLevelInterior>> levelInterior;
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// #params
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//float buttons_plane_Yoffset = 0.2f; // relative to the screen
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@ -53,6 +60,7 @@ public:
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Eigen::Vector2f position;
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float scale;
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private:
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3500
game/gamecode.cpp
3500
game/gamecode.cpp
File diff suppressed because it is too large
Load Diff
@ -3,6 +3,7 @@
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#include "include/Engine.h"
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#include "game_area_interface.h"
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//#include "galaxy_menu.h"
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#include <list>
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@ -60,6 +61,7 @@ public:
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void Disappear();
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int GetLocked();
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bool CanReact();
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bool IsAppear();
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};
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class TBonusFalling
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@ -120,6 +122,7 @@ struct TBallInstancingList
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class TGameLevel : public TGameAreaAncestor
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{
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friend class TMyApplication;
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friend class GalaxyMenu;
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protected:
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float lvlWidth;
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float lvlHeight;
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13
game/level_interior.h
Executable file
13
game/level_interior.h
Executable file
@ -0,0 +1,13 @@
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#ifndef LEVEL_INTERIOR_H
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#define LEVEL_INTERIOR_H
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#include "include/Engine.h"
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#include "gamecode.h"
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struct GameLevelInterior {
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Eigen::Vector2f position;
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Eigen::Vector2f dimensions;
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//reserved
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};
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#endif
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@ -81,7 +81,8 @@ void TMyApplication::InnerInit()
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StateTimer = 0.f;
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/*
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex
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", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
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Renderer->PushShader("DefaultShader");
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@ -511,7 +512,7 @@ void TMyApplication::GoFromMenuToGame(int level)
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//#endif
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GameLevel.FillWithFile(ST::PathToResources + "level"+tostr(level+1)+".txt");
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GameLevel.SetLoading("shutterstock" + tostr(level+1), "levelshot"+tostr(level+1));
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GameLevel.SetLoading("shutterstock" + tostr(level+1), "shutterstock" + tostr(level + 1));
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GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
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OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
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@ -182,6 +182,7 @@
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<ClInclude Include="..\..\..\game\galaxy_objects.h" />
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<ClInclude Include="..\..\..\game\gamecode.h" />
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<ClInclude Include="..\..\..\game\game_area_interface.h" />
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<ClInclude Include="..\..\..\game\level_interior.h" />
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<ClInclude Include="..\..\..\game\loadingcode.h" />
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<ClInclude Include="..\..\..\game\main_code.h" />
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<ClInclude Include="..\..\..\game\menucode.h" />
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@ -74,5 +74,8 @@
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<ClInclude Include="..\..\..\game\galaxy_menu.h">
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<Filter>Заголовочные файлы</Filter>
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</ClInclude>
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<ClInclude Include="..\..\..\game\level_interior.h">
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<Filter>Заголовочные файлы</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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