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8 Commits

Author SHA1 Message Date
64faf81a0d fixed reflector size & android game starting 2018-12-01 19:45:38 +05:00
3d0bbe7ca8 interface fixes 2018-12-01 16:05:43 +05:00
cee9693119 removed debug code 2018-11-30 13:19:55 +05:00
3248d72416 merged gl-reinit, try to fix crash on reiniting 2018-11-29 08:37:06 +05:00
21c4c2a685 save 2018-11-19 00:02:23 +05:00
d2431e9f1c fixes 2018-10-18 20:22:47 +05:00
99cd961d44 master 2018-10-18 13:24:17 +05:00
a9f6a9be2b working with screen resizing 2018-10-17 08:59:08 +05:00
26 changed files with 680 additions and 496 deletions

1
.gitignore vendored
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@ -7,6 +7,7 @@
## Build generated
build/
DerivedData/
.idea/
## Various settings
*.pbxuser

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@ -1,217 +0,0 @@
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52
assets/gui_game_pause_menu.json Executable file
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@ -0,0 +1,52 @@
{
"widgets": [
{
"type": "FrameLayout",
"name": "gameFrame",
"background": "#00000000",
"width": "match_parent",
"height": "match_parent",
"visible": 1,
"touchTransparency": 1,
"marginTop": 20,
"horizontalAlignment": "HA_CENTER",
"verticalAlignment": "VA_TOP",
"children" : [
{
"type": "Button",
"name": "pauseButton",
"width": 128,
"height": 64,
"background": "back_btn.png"
}]
},
{
"type": "VerticalLinearLayout",
"name": "buttonList",
"background": "#00000000",
"width": "match_parent",
"height": "match_parent",
"touchTransparency": 0,
"visible": 0,
"zLevel": 10,
"marginLeft" : 0,
"itemSpacing": 20,
"horizontalAlignment": "HA_LEFT",
"verticalAlignment": "VA_BOTTOM",
"children" : [
{
"type": "Button",
"name": "exitButton",
"width": 128,
"height": 128,
"background": "slide_up_btn.png"
},
{
"type": "Button",
"name": "resumeButton",
"width": 128,
"height": 128,
"background": "tap_to_continue_btn.png"
}]
}]
}

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@ -7,7 +7,7 @@
"y_coord": 0.0
},
"texture": "galaxy_0.png",
"scale": 1.2,
"scale": 1,
"Stars": [
{
"name": "star2",
@ -157,7 +157,7 @@
"y_coord": 0.55
},
"texture": "levels/star3/star-flare-3.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star3/star3_level1"
@ -204,7 +204,7 @@
"y_coord": 0.0
},
"texture": "levels/star4/star-flare-4.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star4/star4_level1"
@ -247,11 +247,11 @@
{
"name": "star_0_5",
"position": {
"x_coord": 0.5,
"x_coord": 0.6,
"y_coord": -0.25
},
"texture": "levels/star5/star-flare-5.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star5/star5_level1"
@ -298,7 +298,7 @@
"y_coord": -0.55
},
"texture": "levels/star6/star-flare-6.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star6/star6_level1"
@ -345,7 +345,7 @@
"y_coord": -0.5
},
"texture": "levels/star7/star-flare-7.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star7/star7_level1"
@ -392,7 +392,7 @@
"y_coord": -0.26
},
"texture": "levels/star8/star-flare-8.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star8/star8_level1"
@ -439,7 +439,7 @@
"y_coord": 0.15
},
"texture": "levels/star9/star-flare-9.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star9/star9_level1"
@ -486,7 +486,7 @@
"y_coord": 0.35
},
"texture": "levels/star10/star-flare-10.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star10/star10_level1"
@ -533,7 +533,7 @@
"y_coord": 0.09
},
"texture": "levels/star11/star-flare-11.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star11/star11_level1"
@ -580,7 +580,7 @@
"y_coord": -0.05
},
"texture": "levels/star12/star-flare-12.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star12/star12_level1"
@ -627,7 +627,7 @@
"y_coord": -0.14
},
"texture": "levels/star13/star-flare-13.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star13/star13_level1"
@ -674,7 +674,7 @@
"y_coord": -0.0
},
"texture": "levels/star14/star-flare-14.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star14/star14_level1"
@ -721,7 +721,7 @@
"y_coord": 0.3
},
"texture": "levels/star15/star-flare-15.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star15/star15_level1"
@ -735,7 +735,7 @@
"y_coord": 0.07
},
"texture": "levels/star16/star-flare-16.png",
"scale": 0.3,
"scale": 0.15,
"levels": [
{
"name": "levels/star16/star16_level1"

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@ -1,7 +1,7 @@
precision mediump float;
in vec2 texCoord;
flat in vec4 color;
varying vec2 texCoord;
varying vec4 color;
uniform sampler2D Texture;

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@ -2,8 +2,8 @@ attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 vColor;
out vec2 texCoord;
flat out vec4 color;
varying vec2 texCoord;
varying vec4 color;
uniform mat4 ProjectionMatrix;

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assets/ui/slide_up_btn.png Executable file

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assets/ui/tap_to_continue_btn.png Executable file

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@ -16,7 +16,7 @@ JNIEXPORT void JNICALL Java_fishrungames_doublehitballs_JniWrapper_Init(JNIEnv *
std::stringstream LoadFileFromAndroid(const std::string& fileName)
{
*Console << "LoadFileFromAndroid called \n";
GetConsole() << "LoadFileFromAndroid called \n";
JNIEnv* jEnv;
localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4);
@ -33,14 +33,14 @@ std::stringstream LoadFileFromAndroid(const std::string& fileName)
std::stringstream ss;
ss << jEnv->GetStringUTFChars(jFileContent, &jCopy);
*Console << ss.str();
GetConsole() << ss.str();
return ss;
}
void SaveFileToAndroid(const std::string& fileName, const std::string& fileContent)
{
*Console << "SaveFileToAndroid called \n";
GetConsole() << "SaveFileToAndroid called \n";
JNIEnv* jEnv;
localJavaVirtualMachine->GetEnv((void**)&jEnv, JNI_VERSION_1_4);

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@ -4,6 +4,8 @@
#include <algorithm>
#include <math.h>
std::shared_ptr<WidgetAncestor> modal_background = nullptr;
GalaxyMenu::GalaxyMenu()
{
@ -92,6 +94,15 @@ bool GalaxyMenu::InitGalaxyMenu(std::string config_json, float scale) {
void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
/*..Reset..*/
if (s_width == currentWindowWidth && s_height == currentWindowHeight)
{
return;
}
currentWindowWidth = s_width;
currentWindowHeight = s_height;
galaxies_params.clear();
stars_params.clear();
@ -111,6 +122,7 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
);*/
/*..Menu geometry..*/
xDimension = menuScale * gameScreenWidth;
yDimension = menuScale * gameScreenHeight;
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)));
@ -158,34 +170,24 @@ void GalaxyMenu::UpdateGalaxyMenu(float s_width, float s_height, size_t dt) {
}
Eigen::Vector2f GalaxyMenu::textureSizeNormalize(Eigen::Vector2f texVec, int t_type) {
float tex_ratio = texVec(0)/texVec(1);
Eigen::Vector2f GalaxyMenu::textureSizeNormalize(Eigen::Vector2f texVec, int t_type)
{
float x_dim, y_dim;
float Xmax; // Max normalized texture width
float Xmin;
float Ymax; // Max normalized texture height
float Ymin;
if (t_type == 0) {
Xmax = SE::Renderer->GetScreenWidth();
Xmin = Xmax;
Ymax = SE::Renderer->GetScreenHeight();
Ymin = Ymax;
}
else { // temp for star textures
Xmax = (((float)SE::Renderer->GetScreenWidth())/2);
Xmin = Xmax;
Ymax = (((float)SE::Renderer->GetScreenHeight())/2);
Ymin = Ymax;
}
if (texVec(0) > texVec(1)) {
x_dim = val_clamp(texVec(0), Xmin, Xmax);
y_dim = x_dim / tex_ratio;
}
else {
y_dim = val_clamp(texVec(1), Ymin, Ymax);
float tex_ratio = texVec(0) / texVec(1);
float screenRatio = SE::Renderer->GetScreenWidth() / (float)SE::Renderer->GetScreenHeight();
if (tex_ratio > screenRatio)
{
y_dim = SE::Renderer->GetScreenHeight();
x_dim = y_dim * tex_ratio;
}
else
{
x_dim = SE::Renderer->GetScreenWidth();
y_dim = x_dim / tex_ratio;
}
return Eigen::Vector2f(x_dim, y_dim);
}
@ -199,7 +201,11 @@ float GalaxyMenu::val_clamp(float val, float min, float max) {
return val;
}
void GalaxyMenu::DrawGalaxyMenu() {
void GalaxyMenu::DrawGalaxyMenu(bool drawStars) {
Renderer->PushOrthoProjection();
Renderer->PushMatrix();
Renderer->LoadIdentity();
for (int i = 0; i < galaxies_params.size(); i++) {
@ -215,6 +221,8 @@ void GalaxyMenu::DrawGalaxyMenu() {
)
); // DrawRect
if (drawStars)
{
/*..Draw stars..*/
Renderer->PushShader("HoverableButtonShader");
if (stars_params.size() >= i) {
@ -240,19 +248,40 @@ void GalaxyMenu::DrawGalaxyMenu() {
}
}
Renderer->PopShader();
}
/*..Draw level selection menu..*/
//drawSelectionMenu(starIndex);
}
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
}
void GalaxyMenu::resetValuesOnGameStart()
{
modal_background = nullptr;
totalTapShift = { 0, 0 };
planetHoverIndex = -1;
timer_active = false;
}
void GalaxyMenu::InteractWithGalaxy(size_t dt) {
if (!modal_background) modal_background = ResourceManager->newGuiManager.findWidgetByName("modal_background");
if (modal_background->visible)
{
return;
}
if (timer_active) {
// ::::::::::::: timer active ::::::::::::::
if (menuState == 0) { // main view
//if (menuState == 0)
{ // main view
//if (currentTapShift(0) == 0.f && currentTapShift(1) == 0.f) {
if (currentTapShift(0) == totalTapShift(0) && currentTapShift(1) == totalTapShift(1)) {
// OnTapDown->
@ -305,12 +334,13 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
else {
// ::::::::::::: timer inactive ::::::::::::::
if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) {
if (menuState == 0) {// main view
//if (menuState == 0)
{// main view
// OnTapDown->OnTapUp
/*..level select menu open..*/
starIndex = findPlanetByPos(lastTapPos);
starIndex = findPlanetByPos(lastTapPos - totalTapShift);
if (starIndex != -1) {
@ -318,8 +348,6 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
Application->SetupGalaxyUi(starIndex);
}
timer_active = false;
}/*
@ -377,6 +405,7 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
lastTapPos = Eigen::Vector2f(-9999.9f, -9999.9f); // reset
}
}
void GalaxyMenu::tapDown(Eigen::Vector2f pos) {
@ -394,7 +423,7 @@ void GalaxyMenu::tapUp(Eigen::Vector2f pos) {
}
void GalaxyMenu::tapMove(Eigen::Vector2f shift) {
if (timer_active) {
if (timer_active && modal_background && !modal_background->visible) {
totalTapShift += shift;
}

View File

@ -25,7 +25,7 @@ public:
// ======== Main Methods ========
bool InitGalaxyMenu(std::string config_json, float scale = 1.f);
void DrawGalaxyMenu();
void DrawGalaxyMenu(bool drawStars);
void UpdateGalaxyMenu(float s_width, float s_height, size_t dt);
@ -36,9 +36,12 @@ public:
// ::#Params#::
Eigen::Vector2f menuPosition = Eigen::Vector2f(0.f, 0.f); // relative to the screen center(0.f,0.f means center) (not const!!)
float menuScale = 1.f; // (not const!!)
int currentWindowWidth;
int currentWindowHeight;
float xDimension;
float yDimension;
float anchorSize = 1.f;
int planetHoverIndex = -1;
std::vector<std::pair<Eigen::Vector2f, Eigen::Vector2f>> galaxies_params; // ::position/dimensions::
std::vector<std::vector<std::pair<Eigen::Vector2f, Eigen::Vector2f>>> stars_params;
@ -49,6 +52,7 @@ public:
void setTimerActivity(bool value);
void resetValuesOnGameStart();
private:
@ -67,14 +71,13 @@ private:
int menuState = 0; // 0 - all galaxies are visible, 1 - zoomed to current galaxy(reserved) , 2 - level select menu
int starIndex = -1;
int galaxyIndex = 0; // zoomed galaxy
int planetHoverIndex = -1;
/*..Interact params..*/
bool timer_active = false;
float interact_timer = 0.f; // reset
Eigen::Vector2f lastTapPos = Eigen::Vector2f(-9999.9f, -9999.9f); // reset
Eigen::Vector2f currentTapShift; // reset
Eigen::Vector2f totalTapShift; // reset
Eigen::Vector2f currentTapShift = Eigen::Vector2f(0.f, 0.f); // reset
Eigen::Vector2f totalTapShift = Eigen::Vector2f(0.f, 0.f); // reset
/*..coefficients..*/
Eigen::Vector2f menu_offset = Eigen::Vector2f(0, 0);

View File

@ -89,12 +89,28 @@ void TBrick::SetInvisible()
void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
{
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;
}
Vector2f centerPos = GetPosFrom(ipos, jpos, 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();
Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (768/480.f), 0.5f*CONST_BRICK_HEIGHT * (480/320.f));
std::string texName;
if (Locked == 2)
@ -110,13 +126,16 @@ void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
texName = CONST_BLOCK_TEXTURE1;
}
//Vector2f offset = { (Renderer->GetMatrixWidth() - 768) / 2.f,
// (Renderer->GetMatrixHeight() - 480) / 2.f };
if (State == CONST_BRICKSTATE_DISAPPEAR)
{
RenderUniform1f("Transparency", StateTimer/CONST_BRICK_DISAPPEAR_TIME);
RenderUniform4fv("BrickColor", (Color.data()));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
Renderer->DrawRect((centerPos - blockHalfSize) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
}
else if (State == CONST_BRICKSTATE_APPEAR)
{
@ -124,7 +143,7 @@ void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
RenderUniform1f("Transparency", 1.f - StateTimer/CONST_BRICK_APPEAR_TIME);
RenderUniform4fv("BrickColor", Color.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
Renderer->DrawRect((centerPos - blockHalfSize) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
}
}
@ -160,14 +179,15 @@ Vector4f TBrick::GetColor()
Vector2f TBrick::GetPosFrom(int ipos, int jpos, 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();
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f));
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (768/480.f), CONST_BRICK_SHIFT_Y * (480 /320.f));
Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
//Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
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));
return BorderShift+Vector2f(CONST_BRICK_WIDTH*(768 /480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(768 /480.f),
480 - CONST_BRICK_HEIGHT*(480 /320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(480.f /320.f));
}
void TBrick::Disappear()
@ -257,6 +277,22 @@ int TBonusFalling::GetType()
void TBonusFalling::Draw()
{
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;
}
Vector2f BonusHalfSize = Vector2f(16.f, 16.f);
@ -266,7 +302,7 @@ void TBonusFalling::Draw()
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[TexName]);
Renderer->DrawRect(Pos - BonusHalfSize, Pos + BonusHalfSize);
Renderer->DrawRect((Pos - BonusHalfSize) * scale + offset, (Pos + BonusHalfSize) * scale + offset);
}
@ -310,12 +346,11 @@ void TBall::Go()
{
// Velocity = Normalize(Vector2f(2.f, 1.f));
Velocity = Vector2f(2.f, 1.f).normalized();
Velocity = { 0, 1 }; // Vector2f(2.f, 1.f).normalized();
}
void TBall::ReflectToLeft()
{
Application->hitSpark("left",Pos);
if (Velocity(0) > 0.f)
@ -326,7 +361,6 @@ void TBall::ReflectToLeft()
void TBall::ReflectToRight()
{
Application->hitSpark("right", Pos);
if (Velocity(0) < 0.f)
@ -337,7 +371,6 @@ void TBall::ReflectToRight()
void TBall::ReflectToUp()
{
Application->hitSpark("up", Pos);
if (Velocity(1) < 0.f)
@ -348,7 +381,6 @@ void TBall::ReflectToUp()
void TBall::ReflectToDown()
{
Application->hitSpark("down", Pos);
if (Velocity(1) > 0.f)
@ -367,11 +399,11 @@ float ReflectorPlaneFunction(float shift)
Something like this
*/
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
float hRW = (CONST_REFLECTOR_WIDTH*LEVEL_VIEWPORT_WIDTH / 700.f)*0.5f; // Half Reflector width
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
float hRW = (CONST_REFLECTOR_WIDTH*768 / 700.f)*0.5f; // Half Reflector width
float hRPW = hRW*0.594f; // Half Reflector plane width
float cRH = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT / 480.f; // Current Reflector Height
float cRH = CONST_REFLECTOR_HEIGHT*480 / 480.f; // Current Reflector Height
if (shift >= -(hRW) && shift < -(hRPW)) {
float t = (shift+ hRW)/cRH;
@ -390,9 +422,9 @@ float ReflectorPlaneFunction(float shift)
void TBall::TryReflectOnReflector(Vector2f refPos)
{
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
const float reflectionShiftY = 13.f;
const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT/480.f;
const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*480/480.f;
@ -438,6 +470,7 @@ void TBall::Update(size_t dt)
//===========================================
//===========================================
bool TGameLevel::XXX = true;
TGameLevel::TGameLevel(int levelStar, int levelIndex)
{
@ -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(768*0.5f, 80* 480/320.f);
BallList.clear();
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
@ -812,7 +845,6 @@ void TGameLevel::Draw()
InnerDraw(Renderer->GetScreenWidth(), Renderer->GetScreenHeight(), Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight(), false);
}
void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight, bool blackAndWhite)
{
@ -835,10 +867,13 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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 +881,13 @@ 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 +904,24 @@ 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();
//if (mustShowButtons)
//{
// DrawPauseButtons();
//}
//Renderer->PopMatrix();
CheckGlError();
drawOutline(screenWidth, screenHeight);
//drawOutline(screenWidth, screenHeight);
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
return;
}
@ -918,31 +957,54 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
}
// :::::::::::
GetConsole() << BkgTexture;
GetConsole() << std::to_string(ResourceManager->TexList[BkgTexture]);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
float backgroundHorOffset = (xlOffset - bkgSWO) / screenWidth;
Renderer->DrawRect(Vector2f(xlOffset, bkgSHO), Vector2f(xlOffset + tSW, bkgSHO + bkgSH), Vector2f(backgroundHorOffset, 0.f), Vector2f(1.f - backgroundHorOffset, 1.f));
//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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] = (Renderer->GetScreenWidth() - 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 i = 0; i < CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].TryDrawAppear(i,j, screenWidth); //Draws only appearing/disappearing blocks
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)
{
@ -961,6 +1023,10 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->DrawTriangleList(colorBlockIterator->second);
}
DrawBallInstancingList(blackAndWhite);
Renderer->PopMatrix();
std::list<TBonusFalling>::iterator iBonus;
@ -971,17 +1037,17 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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));
float xRW = 210.f; // x Reflector Width
float yRH = 45.f; // y Reflector Height
Vector2f matrixSize = ReflectorPos.cwiseProduct(Vector2f(768, 480));
Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) * scale + offset + matrixSize,
Vector2f(xRW*0.5f, yRH*0.5f) * scale + offset + matrixSize, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
@ -1015,15 +1081,15 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(screenWidth*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f;
const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f;
Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos);
// RenderUniform1f("Transparency", 1.f);
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
// const Vector2f BackBtnPos(screenWidth*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
//const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f;
//const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f;
// Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos);
}
drawOutline(screenWidth, screenHeight);
//drawOutline(screenWidth, screenHeight);
if (pause && !renderBufferReady)
@ -1040,18 +1106,26 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
DrawBuffer();
if (mustShowButtons)
{
DrawPauseButtons();
}
//if (mustShowButtons)
//{
// DrawPauseButtons();
//}
Renderer->PopMatrix();
RenderBufferReady = true;
CheckGlError();
//Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
//Renderer->DrawRect(Vector2f(xlOffset, bkgSHO), Vector2f(xlOffset + tSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
horOffset = xlOffset / screenWidth;
verOffset = bkgSH / screenHeight;
}
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
CheckGlError();
}
@ -1059,11 +1133,14 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
void TGameLevel::DrawPauseButtons() //continue from
{
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(-128.f, -64.f)+CONST_SLIDE_UP_POS, Vector2f(128.f, 64.f)+CONST_SLIDE_UP_POS);
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);
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);
}
@ -1114,15 +1191,70 @@ void TGameLevel::DrawBuffer()
RenderUniform1f("Brightness", brightness);
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
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;
}
//Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2);
float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f;
float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f;
float x_levelScreenSize = x_levelScreenCenter - offset[0];
float y_levelScreenSize = y_levelScreenCenter - offset[1];
Vector2f RectPos = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Vector2f RectSize = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Vector2f RectSize = Vector2f(x_levelScreenSize, y_levelScreenSize);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
//Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
// Scaling math
float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset
float ylOffset = 0.f;
float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureOriginalHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width
float lWTW = (static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_LEFT_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalHeight(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<float>(ResourceManager->TexList.GetTextureOriginalHeight(CONST_WALL_BONUS_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_BONUS_TEXTURE))); // bonus Wall Texture Width
float bkgTW = (float)ResourceManager->TexList.GetTextureOriginalWidth(BkgTexture);
float bkgTH = (float)ResourceManager->TexList.GetTextureOriginalHeight(BkgTexture);
float bkgSW; // Background Secreen Width
float bkgSH; // Background Secreen Height
float bkgSWO; // Background Secreen Width Offset
float bkgSHO; // Background Secreen Height Offset
if ((bkgTW / bkgTH) >= 1.6f/*screen ratio*/) {
bkgSW = (tSH / bkgTH) * bkgTW;
bkgSH = tSH;
bkgSWO = (((float)Renderer->GetScreenWidth()) - bkgSW) * 0.5f;
bkgSHO = ylOffset;
}
else {
bkgSH = (tSW / bkgTW) * bkgTH;
bkgSW = tSW;
bkgSWO = xlOffset;
bkgSHO = ylOffset;
}
//Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(horOffset, 0.f), Vector2f(1.f - horOffset, verOffset));
Renderer->DrawRect(Vector2f(xlOffset, bkgSHO), Vector2f(xlOffset + tSW, bkgSHO + bkgSH), Vector2f(horOffset, 0.f), Vector2f(1.f - horOffset, verOffset));
Renderer->PopShader();
@ -1131,6 +1263,10 @@ void TGameLevel::DrawBuffer()
void TGameLevel::SetPause()
{
if (LevelState == CONST_LEVELSTATE_STANDBY)
{
PrevLevelStateIsStandby = true;
}
OutScaleVelocity = 0.f;
OutScale = 1.f;
@ -1165,7 +1301,6 @@ bool TGameLevel::IsPaused()
void TGameLevel::Update(size_t dt)
{
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
return;
@ -1186,7 +1321,7 @@ void TGameLevel::Update(size_t dt)
if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScale += OutScaleVelocity * dt;
TryGoToMenu();
//TryGoToMenu();
CheckGlError();
return;
}
@ -1262,8 +1397,8 @@ 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);
@ -1558,8 +1693,8 @@ 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;
@ -1605,33 +1740,34 @@ 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))
@ -1706,7 +1842,7 @@ void TGameLevel::UpdateBallList(size_t dt)
if (blockListChanged)
{
ReloadBlockInstansingList(Renderer->GetScreenWidth());
ReloadBlockInstansingList(Application->GetGameLevelScreenWidth());
}
if (mustReloadBalls)
@ -1748,42 +1884,28 @@ 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))
{
SetPause();
PrevLevelStateIsStandby = true;
}
else
{
LevelState = CONST_LEVELSTATE_PLAYING;
BallList.begin()->Go();
}
}
else if (LevelState == CONST_LEVELSTATE_PLAYING)
{
if (TapInBackBtnArea(pos))
{
SetPause();
}
else if (fabs(ReflectorPos(0) - pos(0))>64.f)
{
ReflectorPos(0) = pos(0);
}
}
else if (LevelState == CONST_LEVELSTATE_PAUSE)
{
if (pos(1) > 128.f)
{
ReleasePause();
}
ReflectorPos(0) = xPos / Application->GetGameLevelScreenWidth();
}
//else if (LevelState == CONST_LEVELSTATE_PAUSE)
//{
// if (yPos > 128.f)
// {
// ReleasePause();
// }
//}
}
void TGameLevel::OnTapUp(Vector2f pos)
@ -1806,7 +1928,7 @@ 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)
{
@ -1814,23 +1936,26 @@ void TGameLevel::OnScroll(Vector2f shift)
OutScale += shift(1)/320.f;
TryGoToMenu();
//TryGoToMenu();
}
}
void TGameLevel::TryGoToMenu()
{
if (OutScale < 0.5f)
{
OutScale = 0.5f;
LevelState = CONST_LEVELSTATE_NODRAW;
Application->GoFromGameToMenu();
}
if (OutScale > 1.f)
{
OutScale = 1.f;
}
//if (OutScale < 0.5f)
//{
// OutScale = 0.5f;
// LevelState = CONST_LEVELSTATE_NODRAW;
// Application->GoFromGameToMenu();
//}
//if (OutScale > 1.f)
//{
// OutScale = 1.f;
//}
}
bool TBrick::IsAppear() {

View File

@ -126,6 +126,10 @@ class TGameLevel : public TGameAreaAncestor
protected:
float lvlWidth;
float lvlHeight;
float verOffset;
float horOffset;
std::string BkgTexture;
//std::string LevelScreenTexture;
std::string LevelFileName;
@ -196,6 +200,8 @@ public:
TGameLevel(int levelStar, int levelIndex);
~TGameLevel();
static bool XXX;
void FillWithFile(const std::string& filename);
//void setBackground(const std::string& assignedShutterstock);

View File

@ -57,6 +57,11 @@ TMyApplication* Application;
int currentStar;
int currentLevel;
boost::property_tree::ptree gamePauseMenuUi;
boost::property_tree::ptree galaxyMenuUi;
bool ignoreTapUp = false;
void TMyApplication::LoadUserProgress()
{
boost::property_tree::ptree userProgressJson;
@ -130,6 +135,28 @@ void TMyApplication::SaveUserProgress(int levelStar, int levelIndex)
#endif
}
void TMyApplication::InnerChangeWidthHeight(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
{
Menu.GalaxMenu.UpdateGalaxyMenu(matrixWidth, matrixHeight, 0);
SetGameLevelScreenScale();
float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
float screenRatioToFixedRatio = screenRatio / 1.6f;
float marginLeft;
if (screenRatioToFixedRatio > 1.f)
{
marginLeft = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
}
else
{
marginLeft = 0;
}
if (GameState == CONST_GAMESTATE_LEVEL)
{
ResourceManager->newGuiManager.findWidgetByName("buttonList")->setMargin(0, 0, marginLeft, 0);
}
}
void TMyApplication::InnerInit()
{
@ -152,11 +179,11 @@ void TMyApplication::InnerInit()
ST::PathToResources = "";
#endif
GetConsole() <<"APP INIT\n";
srand (static_cast<size_t>(time(NULL)));
GameState = CONST_GAMESTATE_PRELOADING;
Menu.SetGameState(GameState);
StateTimer = 0.f;
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
@ -221,8 +248,8 @@ void TMyApplication::InnerDeinit()
{
Inited = false;
Loaded = false;
GetConsole() <<"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));
@ -250,11 +277,21 @@ void TMyApplication::InnerDeinit()
void TMyApplication::InnerOnTapUp(Vector2f p)
{
if (ignoreTapUp)
{
return;
}
OnTapUpSignal(Vector2f(p(0), p(1)));
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
if (ignoreTapUp)
{
return;
}
OnTapUpAfterMoveSignal(Vector2f(p(0), p(1)));
}
@ -419,9 +456,9 @@ void TMyApplication::LoadResources()
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_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
@ -433,8 +470,6 @@ void TMyApplication::LoadResources()
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
ResourceManager->FontManager.PushFont("droid_sans14");
TryLoadSavedGame();
}
void TMyApplication::TryLoadSavedGame()
@ -472,7 +507,10 @@ void TMyApplication::TrySaveGame()
}
void TMyApplication::OnKeyPress(size_t key)
{
TGameLevel::XXX = !TGameLevel::XXX;
}
void TMyApplication::InnerDraw()
{
@ -493,11 +531,11 @@ void TMyApplication::InnerUpdate(size_t dt)
if (StateTimer >= 1.f)
{
StateTimer -= 1.f;
skipUpdateToUpdateScreen = false;
}
if (skipUpdateToUpdateScreen)
{
skipUpdateToUpdateScreen = false;
return;
}
@ -510,10 +548,8 @@ void TMyApplication::InnerUpdate(size_t dt)
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 256, 256);
//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Application->SetGameLevelScreenScale();
@ -522,6 +558,9 @@ void TMyApplication::InnerUpdate(size_t dt)
// ------- UI -------
gamePauseMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_game_pause_menu.json");
galaxyMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_main_menu.json");
// TESTS of menu
if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) {
std::cout << "ok" << std::endl;
@ -530,10 +569,10 @@ void TMyApplication::InnerUpdate(size_t dt)
std::cout << "menu error" << std::endl;
}
RenderLevelSnapshots();
LoadResources();
GameState = CONST_GAMESTATE_LOADING;
Menu.SetGameState(GameState);
}
else if (GameState == CONST_GAMESTATE_LOADING)
{
@ -552,11 +591,39 @@ void TMyApplication::InnerUpdate(size_t dt)
}
else
{
// Renderer->SwitchToFrameBuffer("LevelBuffer");
//
// Renderer->LoadIdentity();
//
// for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
// {
// for (auto level : star.selectionMenu.gameLevels)
// {
// level->DrawSnapshot("LevelBuffer", false);
//
// Renderer->PushShader("BlackAndWhiteShader");
//
// level->DrawSnapshot("LevelBuffer", true);
//
// Renderer->PopShader();
// }
// }
//
// Renderer->SwitchToScreen();
//
// Renderer->SetOrthoProjection();
RenderLevelSnapshots();
GameState = CONST_GAMESTATE_MENU;
Menu.SetGameState(GameState);
ApplySignalsToMenu();
LoadGalaxyUi();
Menu.GalaxMenu.UpdateGalaxyMenu(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight(), 0);
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
StateTimer = 0.f;
Loaded = true;
@ -580,10 +647,54 @@ void TMyApplication::InnerUpdate(size_t dt)
{
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
GameState = CONST_GAMESTATE_LEVEL;
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
Menu.SetGameState(GameState);
//OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
//CONNECT SLOT
DisapplySignalsToMenu();
ApplySignalsToGame();
ResourceManager->newGuiManager.LoadFromConfig(gamePauseMenuUi);
auto pauseButton = (Button*)ResourceManager->newGuiManager.findWidgetByName("pauseButton").get();
auto resumeButton = (Button*)ResourceManager->newGuiManager.findWidgetByName("resumeButton").get();
auto exitButton = (Button*)ResourceManager->newGuiManager.findWidgetByName("exitButton").get();
auto gameFrame = (WidgetAncestor*)ResourceManager->newGuiManager.findWidgetByName("gameFrame").get();
auto pauseBackground = (WidgetAncestor*)ResourceManager->newGuiManager.findWidgetByName("buttonList").get();
float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
float screenRatioToFixedRatio = screenRatio / 1.6f;
float marginLeft;
if (screenRatioToFixedRatio > 1.f)
{
marginLeft = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
}
else
{
marginLeft = 0;
}
pauseBackground->setMargin(0, 0, marginLeft, 0);
pauseButton->onMouseDownSignal.connect([this, gameFrame, pauseBackground](Vector2f, int) {
GameLevel->SetPause();
gameFrame->setVisibility(false);
pauseBackground->setVisibility(true);
});
resumeButton->onMouseDownSignal.connect([this, gameFrame, pauseBackground](Vector2f, int) {
GameLevel->ReleasePause();
gameFrame->setVisibility(true);
pauseBackground->setVisibility(false);
});
pauseBackground->onMoveSignal.connect([this](Vector2f, Vector2f shift, int) {
if (shift.norm() > 15)
{
GameLevel->TryGoToMenu();
}
});
}
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
@ -594,6 +705,7 @@ void TMyApplication::InnerUpdate(size_t dt)
if (StateTimer <= 0.f)
{
GameState = CONST_GAMESTATE_CREDITS;
Menu.SetGameState(GameState);
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
ApplySignalsToCredits();
StateTimer = 0.f;
@ -623,7 +735,7 @@ void TMyApplication::InnerUpdate(size_t dt)
void TMyApplication::LoadGalaxyUi()
{
ResourceManager->newGuiManager.Clear();
ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
ResourceManager->newGuiManager.LoadFromConfig(galaxyMenuUi);
std::shared_ptr<WidgetAncestor> modal_background = ResourceManager->newGuiManager.findWidgetByName("modal_background");
@ -631,6 +743,7 @@ void TMyApplication::LoadGalaxyUi()
[modal_background, this](Vector2f v, int i) {
PerformInMainThreadAsync([modal_background, this]() {
modal_background->setVisibility(false);
Menu.GalaxMenu.planetHoverIndex = -1;
Menu.GalaxMenu.setTimerActivity(false);
});
});
@ -712,6 +825,7 @@ void TMyApplication::SetupGalaxyUi(size_t levelStar)
[this, modal_background, levelStar, levelIndex](Vector2f v, int i) {
PerformInMainThreadAsync([this, modal_background, levelStar, levelIndex]() {
modal_background->setVisibility(false);
Menu.GalaxMenu.planetHoverIndex = -1;
std::shared_ptr<TGameLevel> lvl = this->Menu.GalaxMenu.galaxies[0].Stars[levelStar].selectionMenu.gameLevels[levelIndex];
lvl->ReloadLevel();
@ -752,8 +866,11 @@ void TMyApplication::GoFromMenuToGame(std::shared_ptr<TGameLevel> level)
GameLevel = level;
GameLevel->SetLoading();
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
Menu.SetGameState(GameState);
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(*GameLevel)));
Menu.GalaxMenu.resetValuesOnGameStart();
DisapplySignalsToMenu();
}
@ -763,16 +880,28 @@ void TMyApplication::GoFromGameToMenu()
//#ifndef TARGET_IOS
// ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
//#endif
PerformInMainThreadAsync([this]() {
TrySaveGame();
DisapplySignalsToGame();
//ignoreTapUp = true;
LoadGalaxyUi();
Menu.GalaxMenu.UpdateGalaxyMenu(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight(), 0);
ApplySignalsToMenu();
GameState = CONST_GAMESTATE_MENU;
Menu.SetGameState(GameState);
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
});
}
void TMyApplication::GoFromMenuToCredits()
{
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
Menu.SetGameState(GameState);
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartAppear();
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
@ -784,6 +913,7 @@ void TMyApplication::GoFromCreditsToMenu()
{
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
Menu.SetGameState(GameState);
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartDisappear();
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
@ -793,12 +923,12 @@ void TMyApplication::GoFromCreditsToMenu()
void TMyApplication::MarkSetGameLevelPause()
{
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
//OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
void TMyApplication::MarkReleaseGameLevelPause()
{
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
//OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
@ -842,6 +972,8 @@ float TMyApplication::GetGameLevelScreenHeight()
void TMyApplication::InnerOnMouseDown(TMouseState& mouseState) {
ignoreTapUp = false;
OnTapDownSignal(Vector2f(mouseState.X, ((Renderer->GetScreenHeight()) - mouseState.Y))); // Temp mouse down action for WIN32
}
@ -906,14 +1038,49 @@ 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);
lsparkler.draw();
rsparkler.draw();
tsparkler.draw();
bsparkler.draw();
lvlFirework.draw();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
Renderer->PopMatrix();
//glPopAttrib();
}
void TMyApplication::hitSpark(std::string direct,Vector2f Pos) {
if (direct == "left") {
lsparkler.setCoords({ Pos(0),Pos(1),0 });
lsparkler.stopSpawn();

View File

@ -143,6 +143,10 @@ 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 RenderLevelSnapshots();

View File

@ -45,7 +45,7 @@ void TGameMenu::Draw()
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
/*..GalaxMenu draw..*/
GalaxMenu.DrawGalaxyMenu();
GalaxMenu.DrawGalaxyMenu(GameState == CONST_GAMESTATE_MENU);
#endif
#ifndef GALAX_MENU_DRAW
@ -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;
@ -247,3 +247,8 @@ void TGameMenu::SetMenuItemCount(int menuItemCount)
{
MenuItemCount = menuItemCount;
}
void TGameMenu::SetGameState(int gameState)
{
GameState = gameState;
}

3
game/menucode.h Normal file → Executable file
View File

@ -20,6 +20,8 @@ protected:
int SelectedGame;
int GameState;
public:
TGameMenu();
@ -34,6 +36,7 @@ public:
void OpenNextLevel();
int GetMenuItemCount();
void SetMenuItemCount(int menuItemCount);
void SetGameState(int gameState);
/*..Galaxy Menu..*/
GalaxyMenu GalaxMenu;

View File

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.4.1)
set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_67_0)
set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_68_0)
set(BOOST_GIL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/boost-gil-extension)
set(ZIP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/julienr-libzip-android/jni)
set(LIBPNG_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/libpng_1.4.1_android)

View File

@ -3,7 +3,7 @@ apply plugin: 'kotlin-android'
android {
compileSdkVersion 28
buildToolsVersion "28.0.0"
buildToolsVersion "28.0.3"
defaultConfig {
applicationId "fishrungames.DoubleHitBalls"
minSdkVersion 19
@ -46,9 +46,9 @@ android {
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'com.android.support:appcompat-v7:28+'
implementation "com.android.support:appcompat-v7:$supportLibraryVersion"
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version"
implementation project(':SalmonEngineAndroid')
compile "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
}

View File

@ -9,9 +9,8 @@ import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
import android.os.Bundle;
import android.view.GestureDetector;
import android.util.Log;
import android.view.KeyEvent;
import android.view.GestureDetector.SimpleOnGestureListener;
import android.view.MotionEvent;
//Deprecated
@ -28,7 +27,6 @@ public class GL2JNIActivity extends Activity
@Override
protected void onCreate(Bundle icicle)
{
super.onCreate(icicle);
instance = this;

View File

@ -1,14 +1,22 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
ext.kotlin_version = '1.2.70'
ext {
compileSdkVersion = 28
targetSdkVersion = 28
kotlin_version = "1.3.10"
supportLibraryVersion = "28.0.0"
}
repositories {
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.2.0-alpha18'
classpath 'com.android.tools.build:gradle:3.2.1'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
// NOTE: Do not place your application dependencies here; they belong

View File

@ -22,7 +22,7 @@
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DoubleHitBallswin</RootNamespace>
<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">