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Author SHA1 Message Date
emil.kabirov dd87bbb116 Eigen release bug 2018-10-18 05:43:21 +05:00
emil.kabirov a9f6a9be2b working with screen resizing 2018-10-17 08:59:08 +05:00
11 changed files with 365 additions and 249 deletions

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+8 -6
View File
@@ -4,7 +4,7 @@
{
"preloading": 4,
"texturePath": "textures/magic-star.png",
"texturePath": "",
"textureSize": [ 22.625, 12.5 ],
"hasInertion": "false",
@@ -24,7 +24,7 @@
},
{
"t": 1,
"value": 4
"value": 1
}
]
},
@@ -90,7 +90,7 @@
"maxParticles": 110,
"preloading": 110,
"texturePath": "textures/spark-white.png",
"texturePath": "",
"textureSize": [ 10, 10 ],
"gravity": [0, -200, 0],
@@ -109,7 +109,7 @@
},
{
"t": 1,
"value": 50
"value": 0
}
]
},
@@ -159,6 +159,7 @@
"color":
{
"interpolation": "LINEAR_SPLINE",
"matchDeathTime": "true",
"timeline":
[
{
@@ -202,7 +203,7 @@
},
{
"t": 2.000,
"value": 300
"value": 1
}
]
},
@@ -251,6 +252,7 @@
"color":
{
"matchDeathTime": "true",
"interpolation": "LINEAR_SPLINE",
"timeline":
[
@@ -264,7 +266,7 @@
},
{
"t": 1.200,
"value": [ 1, 0, 0, 0 ]
"value": [ 1, 0, 0, 1 ]
}
]
}
+16 -16
View File
@@ -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"
+31 -24
View File
@@ -92,6 +92,15 @@ 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 +120,7 @@ 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 +168,24 @@ 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);
}
@@ -201,6 +201,10 @@ float GalaxyMenu::val_clamp(float val, float min, float max) {
void GalaxyMenu::DrawGalaxyMenu() {
Renderer->PushOrthoProjection();
Renderer->PushMatrix();
Renderer->LoadIdentity();
for (int i = 0; i < galaxies_params.size(); i++) {
glBindTexture(GL_TEXTURE_2D, SE::ResourceManager->TexList["galaxy_" + std::to_string(i)]);
@@ -246,6 +250,9 @@ void GalaxyMenu::DrawGalaxyMenu() {
}
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
}
void GalaxyMenu::InteractWithGalaxy(size_t dt) {
+2
View File
@@ -36,6 +36,8 @@ 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;
+159 -80
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(screenWidth*0.5f, 80* 480/320.f);
BallList.clear();
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
@@ -816,6 +849,8 @@ void TGameLevel::Draw()
void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight, bool blackAndWhite)
{
Application->EffectsDraw();
return;
// Scaling math
float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
@@ -835,10 +870,13 @@ 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 +884,13 @@ 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 +907,24 @@ 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;
}
@@ -918,9 +960,6 @@ 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));
@@ -930,6 +969,24 @@ 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");
@@ -943,6 +1000,11 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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 +1023,12 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->DrawTriangleList(colorBlockIterator->second);
}
DrawBallInstancingList(blackAndWhite);
Application->EffectsDraw();
Renderer->PopMatrix();
std::list<TBonusFalling>::iterator iBonus;
@@ -969,19 +1037,17 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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);
@@ -1052,6 +1118,8 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
CheckGlError();
}
@@ -1059,11 +1127,14 @@ 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);
}
@@ -1165,7 +1236,6 @@ bool TGameLevel::IsPaused()
void TGameLevel::Update(size_t dt)
{
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
return;
@@ -1262,8 +1332,8 @@ 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 +1628,8 @@ 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 +1675,34 @@ 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 +1777,7 @@ void TGameLevel::UpdateBallList(size_t dt)
if (blockListChanged)
{
ReloadBlockInstansingList(Renderer->GetScreenWidth());
ReloadBlockInstansingList(Application->GetGameLevelScreenWidth());
}
if (mustReloadBalls)
@@ -1748,10 +1819,20 @@ 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;
Application->hitSpark("left", { xPos, yPos });
Application->fireworkEffect();
return;
if (LevelState == CONST_LEVELSTATE_STANDBY)
{
if (TapInBackBtnArea(pos))
if (TapInBackBtnArea({ xPos, yPos }))
{
SetPause();
PrevLevelStateIsStandby = true;
@@ -1765,21 +1846,19 @@ 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();
}
@@ -1806,7 +1885,7 @@ 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)
{
+2
View File
@@ -196,6 +196,8 @@ public:
TGameLevel(int levelStar, int levelIndex);
~TGameLevel();
static bool XXX;
void FillWithFile(const std::string& filename);
//void setBackground(const std::string& assignedShutterstock);
+138 -112
View File
@@ -130,6 +130,11 @@ 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();
}
void TMyApplication::InnerInit()
{
@@ -152,6 +157,7 @@ void TMyApplication::InnerInit()
ST::PathToResources = "";
#endif
LoadUserProgress();
GetConsole() <<"APP INIT\n";
@@ -159,70 +165,67 @@ void TMyApplication::InnerInit()
GameState = CONST_GAMESTATE_PRELOADING;
StateTimer = 0.f;
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
/*
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader");
*/
//ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
ResourceManager->ShaderManager.AddShader("HoverableButtonShader", "shaders/gui_transparent.vertex", "shaders/hoverable-button.fragment");
ResourceManager->ShaderManager.AddShader("BlackAndWhiteShader", "shaders/gui_transparent_blackandwhite.vertex", "shaders/gui_transparent_blackandwhite.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
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");
Renderer->PushShader("DefaultShader");
//ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
//ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
//ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("white.bmp");
ResourceManager->FontManager.AddFont("arial32", "arial32.png", "arial32.txt");
ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 256, 256);
//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
EffectsInit();
// ------- UI -------
ResourceManager->FontManager.AddFont("arial32", "arial32.png", "arial32.txt");
ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12");
//ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
ResourceManager->newGuiManager.LoadFromConfig("gui_loading.json");
skipUpdateToUpdateScreen = true;
StateTimer = 0.f;
// ------- UI -------
// TESTS of menu
if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) {
std::cout << "ok" << std::endl;
}
void TMyApplication::InnerReinitGLResources()
{
RenderLevelSnapshots();
lsparkler.reinitGlResources();
rsparkler.reinitGlResources();
tsparkler.reinitGlResources();
bsparkler.reinitGlResources();
lvlFirework.reinitGlResources();
else {
std::cout << "menu error" << std::endl;
}
void TMyApplication::RenderLevelSnapshots()
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(768, 480);
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();
}
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));
@@ -472,7 +475,10 @@ void TMyApplication::TrySaveGame()
}
void TMyApplication::OnKeyPress(size_t key)
{
TGameLevel::XXX = !TGameLevel::XXX;
}
void TMyApplication::InnerDraw()
{
@@ -492,48 +498,10 @@ void TMyApplication::InnerUpdate(size_t dt)
StateTimer += dt/1000.f;
if (StateTimer >= 1.f)
{
StateTimer -= 1.f;
skipUpdateToUpdateScreen = false;
}
if (skipUpdateToUpdateScreen)
{
return;
}
LoadUserProgress();
ResourceManager->ShaderManager.AddShader("HoverableButtonShader", "shaders/gui_transparent.vertex", "shaders/hoverable-button.fragment");
ResourceManager->ShaderManager.AddShader("BlackAndWhiteShader", "shaders/gui_transparent_blackandwhite.vertex", "shaders/gui_transparent_blackandwhite.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
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();
//GameLevel.SetLevelScale();
EffectsInit();
// ------- UI -------
// TESTS of menu
if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) {
std::cout << "ok" << std::endl;
}
else {
std::cout << "menu error" << std::endl;
}
RenderLevelSnapshots();
LoadResources();
GameState = CONST_GAMESTATE_LOADING;
StateTimer = 0.f;
}
}
else if (GameState == CONST_GAMESTATE_LOADING)
{
@@ -552,11 +520,36 @@ 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();
GameState = CONST_GAMESTATE_MENU;
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;
@@ -862,26 +855,26 @@ void TMyApplication::EffectsInit() {
std::string effectJSON;
// LEFT
effectJSON = JSONconfig.get<std::string>("lefteffect");
//boost::property_tree::json_parser::read_json(ST::PathToResources + effectJSON, JSONsource);
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
lsparkler.parse(JSONsource); // parse JSON
lsparkler.load(); // load textures
// RIGHT
effectJSON = JSONconfig.get<std::string>("righteffect");
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
rsparkler.parse(JSONsource);
rsparkler.load();
// TOP
effectJSON = JSONconfig.get<std::string>("topeffect");
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
tsparkler.parse(JSONsource);
tsparkler.load();
// BOTTOM
effectJSON = JSONconfig.get<std::string>("boteffect");
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
bsparkler.parse(JSONsource);
bsparkler.load();
//effectJSON = JSONconfig.get<std::string>("lefteffect");
////boost::property_tree::json_parser::read_json(ST::PathToResources + effectJSON, JSONsource);
// JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
//lsparkler.parse(JSONsource); // parse JSON
//lsparkler.load(); // load textures
//// RIGHT
//effectJSON = JSONconfig.get<std::string>("righteffect");
// JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
//rsparkler.parse(JSONsource);
//rsparkler.load();
//// TOP
//effectJSON = JSONconfig.get<std::string>("topeffect");
// JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
//tsparkler.parse(JSONsource);
//tsparkler.load();
//// BOTTOM
//effectJSON = JSONconfig.get<std::string>("boteffect");
// JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
//bsparkler.parse(JSONsource);
//bsparkler.load();
// Level finish
effectJSON = JSONconfig.get<std::string>("lvlFinish");
JSONsource = SE::ReadJsonFile(ST::PathToResources + effectJSON);
@@ -899,21 +892,54 @@ void TMyApplication::EffectsInit() {
}
void TMyApplication::EffectsUpdate(size_t dt) {
lsparkler.update(dt / 1000.f);
rsparkler.update(dt / 1000.f);
tsparkler.update(dt / 1000.f);
bsparkler.update(dt / 1000.f);
//lsparkler.update(dt / 1000.f);
//rsparkler.update(dt / 1000.f);
//tsparkler.update(dt / 1000.f);
//bsparkler.update(dt / 1000.f);
lvlFirework.update(dt / 1000.f);
}
void TMyApplication::EffectsDraw() {
lsparkler.draw();
rsparkler.draw();
tsparkler.draw();
bsparkler.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;
}
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();
+4 -6
View File
@@ -89,8 +89,6 @@ const int CONST_GAMESTATE_PRELOADING = 7;
class TMyApplication : public TApplication
{
protected:
bool skipUpdateToUpdateScreen;
int levelScreenWidth;
int levelScreenHeight;
float levelScreenRatio = 1.6;
@@ -143,12 +141,12 @@ 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();
virtual void InnerReinitGLResources();
virtual void InnerDeinit();
virtual void InnerDraw();
+1 -1
View File
@@ -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;
@@ -65,7 +65,7 @@ public class GL2JNIActivity extends Activity
@Override
protected void onPause()
{
//EngineWrapper.CallDestroy();
EngineWrapper.CallDestroy();
super.onPause();
mView.onPause();
}
@@ -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">
@@ -110,7 +110,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>TARGET_WIN32;DEBUG;_WIN32_WINNT=0x0501;EIGEN_DONT_ALIGN_STATICALLY;_WINDOWS;WIN32;WIN32_LEAN_AND_MEAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>TARGET_WIN32;DEBUG;_WIN32_WINNT=0x0501;_DISABLE_EXTENDED_ALIGNED_STORAGE;EIGEN_DONT_ALIGN_STATICALLY;_WINDOWS;WIN32;WIN32_LEAN_AND_MEAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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@@ -150,7 +150,7 @@
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