236 lines
5.3 KiB
C++
Executable File
236 lines
5.3 KiB
C++
Executable File
#ifndef GAMECODE_H_INCLUDED
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#define GAMECODE_H_INCLUDED
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#include "include/Engine.h"
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#include "game_area_interface.h"
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//#include "galaxy_menu.h"
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#include <list>
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using namespace SE;
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const int CONST_BRICKSTATE_VISIBLE = 3;
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const int CONST_BRICKSTATE_DISAPPEAR = 2;
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const int CONST_BRICKSTATE_INVISIBLE = 1;
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const int CONST_BRICKSTATE_APPEAR = 0;
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const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
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const float CONST_BRICK_APPEAR_TIME = 200.f;
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const int CONST_BRICKMATRIX_WIDTH = 12; // 12
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const int CONST_BRICKMATRIX_HEIGHT = 13; // 13
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const float CONST_BRICK_WIDTH = 38.65f;
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const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
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const float CONST_BRICK_SHIFT_X = 8.2f;
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const float CONST_BRICK_SHIFT_Y = -16.f;
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const float CONST_BONUS_APPEAR_TIME = 400.f;
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const float CONST_BONUS_FALL_SPEED = 100.f;
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const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
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const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
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const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
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const float CONST_BONUS_FLOOR_TIME = 8000.f;
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const float CONST_BONUS_FLOOR_APPEAR_SPEED = 80.f;
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const int CONST_BONUS_TYPE_MULTIPLIER = 0;
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const int CONST_BONUS_TYPE_GOTHROUGH = 1;
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const int CONST_BONUS_TYPE_FLOOR = 2;
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class TBrick
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{
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protected:
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int InitialLocked;
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int Locked; //0, 1 or 2
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int State;
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float StateTimer;
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Vector4f Color;
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public:
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TBrick();
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void SetVisible(Vector4f color, int locked);
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void SetInvisible();
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void TryDrawAppear(int ipos, int jpos, int screenWidth);
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void Update(size_t dt);
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Vector2f GetPosFrom(int ipos, int jpos, int screenWidth);
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Vector4f GetColor();
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void Appear(Vector4f color, int locked);
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void Appear();
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void Hit();
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void Disappear();
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int GetLocked();
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bool CanReact();
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bool IsAppear();
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};
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class TBonusFalling
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{
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protected:
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float Lifetime;
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Vector2f Pos;
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std::string TexName;
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int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
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public:
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TBonusFalling(Vector2f pos);
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Vector2f GetPos();
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int GetType();
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void Draw();
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void Update(size_t dt);
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};
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struct TBall
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{
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Vector2f Pos;
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Vector2f Velocity;
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Vector4f Color;
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std::list<Vector2f> TalePos;
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Vector2f BallInBlock;
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Vector2f PrevBallInBlock;
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TBall(Vector2f pos, Vector2f velocity, Vector4f color);
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Vector2f GetPos();
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Vector2f GetVelocityVector();
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void Go();
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void ReflectToLeft();
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void ReflectToRight();
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void ReflectToUp();
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void ReflectToDown();
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void TryReflectOnReflector(Vector2f refPos);
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void Update(size_t dt);
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};
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typedef std::pair<Vector4f, std::string> PairColorTexture;
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struct TBlockInstansingList
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{
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//color-texture ---> and list of triangles for this color
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std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
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};
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struct TBallInstancingList
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{
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std::map<int, TTriangleList> BallAndGlowList;
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};
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class TGameLevel : public TGameAreaAncestor
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{
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friend class TMyApplication;
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friend class GalaxyMenu;
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protected:
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float lvlWidth;
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float lvlHeight;
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float verOffset;
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float horOffset;
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std::string BkgTexture;
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//std::string LevelScreenTexture;
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std::string LevelFileName;
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int levelIndex;
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int levelStar;
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GLuint prerenderedImage;
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Vector2f ReflectorPos;
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std::string levelName;
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int LevelState;
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bool PrevLevelStateIsStandby;
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float StateTimer;
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TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
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TBlockInstansingList BlockInstansingList;
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bool TapInBackBtnArea(const Vector2f& pos);
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void ReloadBlockInstansingList(int screenWidth);
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void SetFinished();
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void SetFinishFreeze();
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void DrawBuffer();
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void DrawPauseButtons();
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void DrawBallInstancingList(bool blackAndWhite);
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void drawOutline(int screenWidth, int screenHeight);
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bool RenderBufferReady;
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float OutScale;
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float OutScaleVelocity;
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void TryGoToMenu();
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std::list<TBonusFalling> BonusFallingList;
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std::list<TBall> BallList;
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TBallInstancingList BallInstancingList;
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Vector4f BallColor;
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void ReloadBallInstancingList();
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void RefreshBallInstancingList();
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void UpdateBallList(size_t dt);
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void MultiplyBalls(Vector2f pos, Vector2f velocity);
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Vector2f GetBlock(const Vector2f& pos);
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void InitLevel(int screenWidth, int screenHeight);
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float BonusGothroughTimer;
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float BonusFloorTimer;
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float BonusFloorPosY;
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Vector4f ParseColor(const std::string& s);
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void ReloadLevel();
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public:
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TGameLevel(int levelStar, int levelIndex);
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~TGameLevel();
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static bool XXX;
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void FillWithFile(const std::string& filename);
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//void setBackground(const std::string& assignedShutterstock);
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//void SetLevelScale();
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//Vector2f GetLevelScale();
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int getStarIndex();
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int getLevelIndex();
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void SetStandBy();
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void SetLoading();
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bool IsLoaded();
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virtual void Draw();
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void InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight, bool blackAndWhite);
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void DrawSnapshot(const std::string& assignedSnapshotFrameBuffer, bool blackAndWhite);
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void SetPause();
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bool IsPaused();
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void ReleasePause();
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virtual void Update(size_t dt);
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virtual void OnTapDown(Vector2f pos);
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virtual void OnTapUp(Vector2f pos);
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virtual void OnFling(Vector2f slideSpeed);
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virtual void OnScroll(Vector2f shift);
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};
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#endif
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