diff --git a/game/gamecode.cpp b/game/gamecode.cpp index beca6cf..ef700c4 100644 --- a/game/gamecode.cpp +++ b/game/gamecode.cpp @@ -4,6 +4,10 @@ using namespace SE; //const std::string fendl = "\x0D\x0A"; //Windows-style, for files + +const int CONST_LEVEL_VIEWPORT_WIDTH = 700; +const int CONST_LEVEL_VIEWPORT_HEIGHT = 480; + const int CONST_LEVELSTATE_STANDBY = 0; const int CONST_LEVELSTATE_PLAYING = 1; const int CONST_LEVELSTATE_GO_TO_PAUSE = 2; @@ -85,7 +89,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos) *SE::Console << "TBrick::TryDrawAppear"; Vector2f centerPos = GetPosFrom(ipos, jpos); - Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (Renderer->GetScreenWidth()/480.f), 0.5f*CONST_BRICK_HEIGHT * (Renderer->GetScreenHeight()/320.f)); + Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); std::string texName; if (Locked == 2) @@ -153,10 +157,11 @@ Vector4f TBrick::GetColor() Vector2f TBrick::GetPosFrom(int ipos, int jpos) { *SE::Console << "TBrick::GetPosFrom"; - const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (Renderer->GetScreenWidth()/480.f), CONST_BRICK_SHIFT_Y * (Renderer->GetScreenHeight()/320.f)); + const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); - return BorderShift+Vector2f(CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f), Renderer->GetScreenHeight() - CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f)); + Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - CONST_LEVEL_VIEWPORT_WIDTH)*0.5f), (Renderer->GetScreenHeight() - CONST_LEVEL_VIEWPORT_HEIGHT)*0.5f); + return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f), Renderer->GetScreenHeight() - CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); } void TBrick::Disappear() @@ -445,7 +450,6 @@ TGameLevel::TGameLevel() BallColor = Vector4f(0.2f, 0.8f, 1.0f, 1.0f); BonusFloorPosY = 0.f; - } TGameLevel::~TGameLevel() @@ -489,8 +493,8 @@ void TGameLevel::ReloadBlockInstansingList() itr--; } - Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f), -0.5f*CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f)); - Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f), +0.5f*CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f)); + Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), -0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); + Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), +0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); itr->second.Data += MakeDataTriangleList(posFrom, posTo); @@ -508,8 +512,9 @@ void TGameLevel::ReloadBlockInstansingList() Vector2f TGameLevel::GetBlock(const Vector2f& pos) { *SE::Console << "TGameLevel::GetBlock"; - int x = static_cast((pos(0) - CONST_BRICK_SHIFT_X*(Renderer->GetScreenWidth()/480.f)) / (CONST_BRICK_WIDTH*(Renderer->GetScreenWidth()/480.f))); - int y = static_cast((Renderer->GetScreenHeight() + CONST_BRICK_SHIFT_Y*(Renderer->GetScreenHeight()/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(Renderer->GetScreenHeight()/320.f))); + Vector2f lsScale = GetLevelScale(); // Level Screen Scale + int x = static_cast((pos(0) - CONST_BRICK_SHIFT_X*(lsScale(0)/480.f) - ((Renderer->GetScreenWidth() - lsScale(0))*0.5f)) / (CONST_BRICK_WIDTH*(lsScale(0)/480.f))); + int y = static_cast((lsScale(1) + CONST_BRICK_SHIFT_Y*(lsScale(1)/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(lsScale(1)/320.f))); if (x < 0) @@ -677,7 +682,7 @@ void TGameLevel::SetLoading(const std::string& bkg, const std::string& levelscre void TGameLevel::InitLevel() { *SE::Console << "TGameLevel::InitLevel"; - ReflectorPos = Vector2f(240, 16 + 13); + ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5, 16 + 13 * CONST_LEVEL_VIEWPORT_HEIGHT / 320.f); Vector2f ballPos = Vector2f(240, 80); BallList.clear(); @@ -708,6 +713,19 @@ bool TGameLevel::IsLoaded() void TGameLevel::Draw() { *SE::Console << "TGameLevel::Draw"; + + // Scaling math + float tSW = GetLevelScale()(0); // Screen Width + float tSH = GetLevelScale()(1); // Screen Height + float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset + float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset + float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom + float uWTW = tSW * (static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width + float lWTW = (static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH - uWTW - lrFBO); // left Wall Texture Width + float rWTW = lWTW; // right Wall Texture Width + float bWTO = (lWTW + rWTW) * 0.5f; // bonus Wall x-Offset + float bWTW = (tSW - bWTO) * (static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_BONUS_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_BONUS_TEXTURE))); // bonus Wall Texture Width + if (LevelState == CONST_LEVELSTATE_NODRAW) { CheckGlError(); @@ -728,7 +746,7 @@ void TGameLevel::Draw() Renderer->ScaleMatrix(scale); Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]); - Renderer->DrawRect(Vector2f(0, 0), Vector2f(Renderer->GetScreenWidth(), Renderer->GetScreenHeight())); // Game Screen Scale + Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH)); // Game Screen Scale Renderer->PopMatrix(); CheckGlError(); return; @@ -772,7 +790,7 @@ void TGameLevel::Draw() } glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]); - Renderer->DrawRect(Vector2f(0, 0), Vector2f(Renderer->GetScreenWidth(), Renderer->GetScreenHeight())); + Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH)); std::list::iterator iBall; @@ -811,35 +829,24 @@ void TGameLevel::Draw() glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]); - Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos); - - float tSW = Renderer->GetScreenWidth(); // Screen Width - float tSH = Renderer->GetScreenHeight(); // Screen Height - float lrFBO = 4 * tSH/320.f; // Left/Right Wall Textures offset from bottom - float uWTW = tSW * (static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width - float lWTW = (static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE))/static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH-uWTW-lrFBO); // left Wall Texture Width - float rWTW = lWTW; // right Wall Texture Width - float bWTO = (lWTW+rWTW) * 0.5f; // bonus Wall x-Offset - float bWTW = (tSW - bWTO) * (static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_BONUS_TEXTURE))/static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_BONUS_TEXTURE))); // bonus Wall Texture Width + //float xRW = 256* CONST_LEVEL_VIEWPORT_WIDTH/480.f; // x Reflector width + //float yRW = 32 * CONST_LEVEL_VIEWPORT_HEIGHT/320.f; // y Reflector width + float xRW = 140.f; + float yRW = 30.f; // continue from + Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRW*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRW*0.5f)+ReflectorPos); - //const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f); - //const Vector2f wallUpPos2(240.f+256.f, 320.f); - const Vector2f wallUpPos1(0.f, tSH-uWTW); - const Vector2f wallUpPos2(tSW, tSH); + const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW); + const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]); Renderer->DrawRect(wallUpPos1, wallUpPos2); - //const Vector2f wallLeftPos1(0.f, 320.f - 512.f); - //const Vector2f wallLeftPos2(32.f, 320.f); - const Vector2f wallLeftPos1(0.f, lrFBO); - const Vector2f wallLeftPos2(lWTW, tSH - uWTW); + const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset); + const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-uWTW); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]); Renderer->DrawRect(wallLeftPos1, wallLeftPos2); - //const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f); - //const Vector2f wallRightPos2(480.f, 320.f); - const Vector2f wallRightPos1(tSW-rWTW, lrFBO); - const Vector2f wallRightPos2(tSW, tSH-uWTW); + const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset); + const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-uWTW); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]); Renderer->DrawRect(wallRightPos1, wallRightPos2); @@ -851,9 +858,8 @@ void TGameLevel::Draw() glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]); - //Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos); - const Vector2f wallBonusPos1(bWTO, wallDownPos[1] - bWTW*0.5f); - const Vector2f wallBonusPos2(tSW - bWTO, wallDownPos[1] + bWTW*0.5f); + const Vector2f wallBonusPos1(bWTO + xlOffset, ylOffset + wallDownPos(1) - bWTW*0.5f); + const Vector2f wallBonusPos2(tSW + xlOffset - bWTO, ylOffset + wallDownPos(1) + bWTW*0.5f); Renderer->DrawRect(wallBonusPos1, wallBonusPos2); } @@ -1422,25 +1428,27 @@ void TGameLevel::UpdateBallList(size_t dt) Vector2f ballPos = iBall->GetPos(); - - if (ballPos(0) > Renderer->GetScreenWidth()-15.f*(Renderer->GetScreenWidth()/480.f)) + float xWO = (Renderer->GetScreenWidth()-GetLevelScale()(0))*0.5f; // x Wall Offest + float yWO = (Renderer->GetScreenHeight()-GetLevelScale()(1))*0.5f; // y Wall Offset + + if (ballPos(0) > (xWO + GetLevelScale()(0))-15.f*(GetLevelScale()(0)/480.f)) { iBall->ReflectToLeft(); } - if (ballPos(0) < 15.f) + if (ballPos(0) < xWO + 15.f) { iBall->ReflectToRight(); } - if (ballPos(1) > Renderer->GetScreenHeight()-16.f * (Renderer->GetScreenHeight()/320.f)) + if (ballPos(1) > (yWO+GetLevelScale()(1))-16.f * (GetLevelScale()(1)/320.f)) { iBall->ReflectToDown(); } if (BonusFloorTimer > 0.f) { - if (ballPos(1) < 13.0f* (Renderer->GetScreenHeight()/320.f)) + if (ballPos(1) < yWO+13.0f*(GetLevelScale()(1)/320.f)) { iBall->ReflectToUp(); } @@ -1647,3 +1655,14 @@ void TGameLevel::TryGoToMenu() OutScale = 1.f; } } + +void TGameLevel::SetLevelScale() +{ + lvlWidth = CONST_LEVEL_VIEWPORT_WIDTH; + lvlHeight = CONST_LEVEL_VIEWPORT_HEIGHT; +} + +Vector2f TGameLevel::GetLevelScale() +{ + return Vector2f(lvlWidth, lvlHeight); +} \ No newline at end of file diff --git a/game/gamecode.h b/game/gamecode.h index d26eb77..371acae 100644 --- a/game/gamecode.h +++ b/game/gamecode.h @@ -120,6 +120,8 @@ struct TBallInstancingList class TGameLevel : public TGameAreaAncestor { protected: + float lvlWidth; + float lvlHeight; std::string BkgTexture; std::string LevelScreenTexture; std::string LevelFileName; @@ -183,6 +185,9 @@ public: void FillWithFile(const std::string& filename); + void SetLevelScale(); + Vector2f GetLevelScale(); + void SetStandBy(); void SetLoading(const std::string& bkg, const std::string& levelscreen); bool IsLoaded(); diff --git a/game/main_code.cpp b/game/main_code.cpp index 6381ae7..496beb0 100644 --- a/game/main_code.cpp +++ b/game/main_code.cpp @@ -99,17 +99,13 @@ void TMyApplication::InnerInit() ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); - // Level frames Init - ResourceManager->FrameManager.AddFrameRenderBuffer("LeftLevelFrame", Renderer->GetScreenWidth()*0.1f,Renderer->GetScreenHeight()); - ResourceManager->FrameManager.AddFrameRenderBuffer("RightLevelFrame", Renderer->GetScreenWidth()*0.1f, Renderer->GetScreenHeight()); - OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading))); Inited = true; Renderer->SetOrthoProjection(); Renderer->SetFullScreenViewport(); - + GameLevel.SetLevelScale(); } void TMyApplication::InnerDeinit() diff --git a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp index 8c4a983..654218b 100755 --- a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp +++ b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp @@ -4,11 +4,12 @@ TMyApplication* App = NULL; + int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow) { - int width = 800; + int width = 800; // To change Level scale -> CONST_LEVEL_VIEWPORT_WIDTH/HEIGHT int height = 480;