double-hit-balls/game/gamecode.cpp
shakurov.airat 3f8caf2574 move to AS
2017-01-10 17:43:06 +05:00

1561 lines
40 KiB
C++

#include "gamecode.h"
#include "main_code.h"
const int CONST_LEVELSTATE_STANDBY = 0;
const int CONST_LEVELSTATE_PLAYING = 1;
const int CONST_LEVELSTATE_GO_TO_PAUSE = 2;
const int CONST_LEVELSTATE_PAUSE = 3;
const int CONST_LEVELSTATE_LOADING = 4;
const int CONST_LEVELSTATE_NODRAW = 5;
const int CONST_LEVELSTATE_FINISH_FREEZE = 6;
const int CONST_LEVELSTATE_FINISHED = 7;
const float CONST_TIMER_LOADING = 150.f;
const float CONST_PAUSE_APPEAR_TIME = 150.f;
const float CONST_FINISH_FREEZE_TIME = 1000.f;
const float CONST_FINISHING_TIME = 250.f;
const float CONST_BALL_VELOCITY = 200.f;
const vec2 CONST_SLIDE_UP_POS(240.f, 64.f);
const vec2 CONST_TAP_TO_CONTINUE_POS(240.f, 200.f);
bool operator<(const PairColorTexture& p1, const PairColorTexture& p2)
{
if (p1.second == p2.second)
{
if (p1.first.v[0] == p2.first.v[0])
{
if (p1.first.v[1] == p2.first.v[1])
{
if (p1.first.v[2] == p2.first.v[2])
{
return p1.first.v[3] < p2.first.v[3];
}
else
{
return p1.first.v[2] < p2.first.v[2];
}
}
else
{
return p1.first.v[1] < p2.first.v[1];
}
}
else
{
return p1.first.v[0] < p2.first.v[0];
}
}
return (p1.second < p2.second);
}
TBrick::TBrick()
: State(CONST_BRICKSTATE_VISIBLE)
, StateTimer(0.f)
, Color(vec4(0.f, 0.f, 0.f, 1.f))
, Locked(0)
, InitialLocked(0)
{
}
void TBrick::SetVisible(vec4 color, int locked)
{
State = CONST_BRICKSTATE_VISIBLE;
Color = color;
InitialLocked = locked;
Locked = InitialLocked;
}
void TBrick::SetInvisible()
{
State = CONST_BRICKSTATE_INVISIBLE;
}
void TBrick::TryDrawAppear(int ipos, int jpos)
{
vec2 centerPos = GetPosFrom(ipos, jpos);
vec2 blockHalfSize = vec2(0.5f*CONST_BRICK_WIDTH, 0.5f*CONST_BRICK_HEIGHT);
std::string texName;
if (Locked == 2)
{
texName = CONST_BLOCK_TEXTURE3;
}
else if (Locked == 1)
{
texName = CONST_BLOCK_TEXTURE2;
}
else
{
texName = CONST_BLOCK_TEXTURE1;
}
if (State == CONST_BRICKSTATE_DISAPPEAR)
{
RenderUniform1f("Transparency", StateTimer/CONST_BRICK_DISAPPEAR_TIME);
RenderUniform4fv("BrickColor", Color.v);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
}
else if (State == CONST_BRICKSTATE_APPEAR)
{
RenderUniform1f("Transparency", 1.f - StateTimer/CONST_BRICK_APPEAR_TIME);
RenderUniform4fv("BrickColor", Color.v);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
}
}
void TBrick::Update(cardinal dt)
{
if (State == CONST_BRICKSTATE_DISAPPEAR)
{
StateTimer -= dt;
if (StateTimer < 0.f)
{
StateTimer = 0.f;
State = CONST_BRICKSTATE_INVISIBLE;
}
}
if (State == CONST_BRICKSTATE_APPEAR)
{
StateTimer -= dt;
if (StateTimer < 0.f)
{
StateTimer = 0.f;
State = CONST_BRICKSTATE_VISIBLE;
}
}
}
vec4 TBrick::GetColor()
{
return Color;
}
vec2 TBrick::GetPosFrom(int ipos, int jpos)
{
const vec2 BorderShift(CONST_BRICK_SHIFT_X, CONST_BRICK_SHIFT_Y);
return BorderShift+vec2(CONST_BRICK_WIDTH*ipos + 0.5f*CONST_BRICK_WIDTH, 320.f - CONST_BRICK_HEIGHT*(jpos)-0.5f*CONST_BRICK_HEIGHT);
}
void TBrick::Disappear()
{
StateTimer = CONST_BRICK_DISAPPEAR_TIME;
State = CONST_BRICKSTATE_DISAPPEAR;
}
void TBrick::Hit()
{
if (Locked == 0)
{
Disappear();
}
else
{
Locked--;
}
}
void TBrick::Appear(vec4 color, int locked)
{
StateTimer = CONST_BRICK_APPEAR_TIME;
State = CONST_BRICKSTATE_APPEAR;
Color = color;
InitialLocked = locked;
Locked = InitialLocked;
}
void TBrick::Appear()
{
Appear(Color, InitialLocked);
}
int TBrick::GetLocked()
{
return Locked;
}
bool TBrick::CanReact()
{
return (State == CONST_BRICKSTATE_VISIBLE) || (State == CONST_BRICKSTATE_APPEAR);
}
//===========================================
//===========================================
//===========================================
TBonusFalling::TBonusFalling(vec2 pos)
: BonusType(rand() % 3)
, Pos(pos)
, Lifetime(0.f)
{
if (BonusType == 0)
{
TexName = CONST_BONUS_MULTIPLIER_TEXTURE;
}
if (BonusType == 1)
{
TexName = CONST_BONUS_GOTHROUGH_TEXTURE;
}
if (BonusType == 2)
{
TexName = CONST_BONUS_FLOOR_TEXTURE;
}
}
vec2 TBonusFalling::GetPos()
{
return Pos;
}
int TBonusFalling::GetType()
{
return BonusType;
}
void TBonusFalling::Draw()
{
vec2 BonusHalfSize = vec2(16.f, 16.f);
float transparency = min(Lifetime/CONST_BONUS_APPEAR_TIME , 1.f);
RenderUniform4fv("BrickColor", vec4(1.0f, 1.0f, 1.0f, 1.0f).v);
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[TexName]);
Renderer->DrawRect(Pos - BonusHalfSize, Pos + BonusHalfSize);
}
void TBonusFalling::Update(cardinal dt)
{
Lifetime += dt;
Pos.v[1] -= dt * CONST_BONUS_FALL_SPEED / 1000.f;
}
//===========================================
//===========================================
//===========================================
TBall::TBall(vec2 pos, vec2 velocity, vec4 color)
: Pos(pos)
, Velocity(velocity)
, Color(color)
{
//must be 5
TalePos.push_back(Pos);
TalePos.push_back(Pos);
TalePos.push_back(Pos);
TalePos.push_back(Pos);
TalePos.push_back(Pos);
}
vec2 TBall::GetPos()
{
return Pos;
}
vec2 TBall::GetVelocityVector()
{
return Velocity;
}
void TBall::Go()
{
Velocity = Normalize(vec2(2.f, 1.f));
}
void TBall::ReflectToLeft()
{
if (Velocity.v[0] > 0.f)
{
Velocity.v[0] = - Velocity.v[0];
}
}
void TBall::ReflectToRight()
{
if (Velocity.v[0] < 0.f)
{
Velocity.v[0] = - Velocity.v[0];
}
}
void TBall::ReflectToUp()
{
if (Velocity.v[1] < 0.f)
{
Velocity.v[1] = - Velocity.v[1];
}
}
void TBall::ReflectToDown()
{
if (Velocity.v[1] > 0.f)
{
Velocity.v[1] = - Velocity.v[1];
}
}
//function for reflector surface.
float ReflectorPlaneFunction(float shift)
{
/* _______
/ \
| |
Something like this
*/
if (shift>=-70.f && shift < -40.f)
{
float t = (shift+70.f)/30.f; //0 to 1
return 9.f + 21.f * t;
}
if (shift>=-40.f && shift < 40.f)
{
return 30.f;
}
if (shift >= 40.f && shift <= 70.f)
{
float t = (70.f - shift)/30.f; //1 to 0
return 9.f + 21.f * t;
}
return 0.f;
}
void TBall::TryReflectOnReflector(vec2 refPos)
{
const float reflectionShiftY = 13.f;
const float reflectionMaxHeight = 30.f;
if ((Pos.v[1] < reflectionMaxHeight + reflectionShiftY) && Pos.v[1] > 0.0f && Velocity.v[1] < 0)
{
float dy = ReflectorPlaneFunction(Pos.v[0] - refPos.v[0]);
if (dy > 0 && (dy + reflectionShiftY > Pos.v[1]))
{
float shift = (Pos.v[0] - refPos.v[0]) / 128.f;
shift = min(shift, 0.5f);
shift = max(shift, -0.5f);
vec2 n = Normalize(vec2(shift, 1.0f));
Velocity = Velocity - n * 2.f * (Velocity.v[0]*n.v[0] + Velocity.v[1]*n.v[1]);
if ((Velocity.v[1] <= 0) || (fabs(Velocity.v[0]/Velocity.v[1]) > 4.f))
{
Velocity.v[0] = 4.f*sign(Velocity.v[0]);
Velocity.v[1] = 1.f;
Velocity = Normalize(Velocity);
}
}
}
}
void TBall::Update(cardinal dt)
{
Pos += Velocity * (CONST_BALL_VELOCITY * dt / 1000.f);
TalePos.push_back(Pos);
if (TalePos.size() > 4)
{
TalePos.erase(TalePos.begin());
}
}
//===========================================
//===========================================
//===========================================
TGameLevel::TGameLevel()
{
BkgTexture = "bkg";
RenderBufferReady = false;
PrevLevelStateIsStandby = false;
OutScale = 1.f;
OutScaleVelocity = 0.f;
StateTimer = 0.f;
LevelState = CONST_LEVELSTATE_NODRAW;
BallColor = vec4(0.2f, 0.8f, 1.0f, 1.0f);
BonusFloorPosY = 0.f;
}
TGameLevel::~TGameLevel()
{
}
void TGameLevel::ReloadBlockInstansingList()
{
std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
std::pair<vec4, std::string> tempPair;
BlockInstansingList.ColorBlockList.clear();
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
if (BlockMatrix[i][j].CanReact())
{
tempPair.first = BlockMatrix[i][j].GetColor();
tempPair.second = ConstTextureBlockMap[BlockMatrix[i][j].GetLocked()];
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator itr = BlockInstansingList.ColorBlockList.end();
for (auto b = BlockInstansingList.ColorBlockList.begin(); b != BlockInstansingList.ColorBlockList.end(); ++b)
{
if (b->first == tempPair)
{
itr = b;
}
}
if (itr == BlockInstansingList.ColorBlockList.end())
{
BlockInstansingList.ColorBlockList.push_back(std::pair<PairColorTexture, TTriangleList>(tempPair, TTriangleList()));
itr = BlockInstansingList.ColorBlockList.end();
itr--;
}
vec2 posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(-0.5f*CONST_BRICK_WIDTH, -0.5f*CONST_BRICK_HEIGHT);
vec2 posTo = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(+0.5f*CONST_BRICK_WIDTH, +0.5f*CONST_BRICK_HEIGHT);
itr->second.Data += MakeDataTriangleList(posFrom, posTo);
}
}
}
for (auto it = BlockInstansingList.ColorBlockList.begin(); it != BlockInstansingList.ColorBlockList.end(); ++it)
{
it->second.RefreshBuffer();
}
}
vec2 TGameLevel::GetBlock(const vec2& pos)
{
int x = static_cast<int>((pos.v[0] - CONST_BRICK_SHIFT_X) / CONST_BRICK_WIDTH);
int y = static_cast<int>((320.0f + CONST_BRICK_SHIFT_Y - pos.v[1]) / CONST_BRICK_HEIGHT);
if (x < 0)
x = 0;
if (x > CONST_BRICKMATRIX_WIDTH-1)
x = CONST_BRICKMATRIX_WIDTH-1;
if (y < 0)
y = 0;
if (y > CONST_BRICKMATRIX_HEIGHT-1)
y = CONST_BRICKMATRIX_HEIGHT-1;
return vec2(x, y);
}
bool TGameLevel::TapInBackBtnArea(const vec2& pos)
{
return (pos.v[1] > 320.f - 64.f) && (pos.v[0]>=240.f-75.f) && (pos.v[0]<=240.f+75.f);
}
void TGameLevel::SetFinishFreeze()
{
StateTimer = CONST_FINISH_FREEZE_TIME;
LevelState = CONST_LEVELSTATE_FINISH_FREEZE;
}
void TGameLevel::SetFinished()
{
StateTimer = CONST_FINISHING_TIME;
LevelState = CONST_LEVELSTATE_FINISHED;
OutScale = 1.f;
}
vec4 TGameLevel::ParseColor(const std::string& s)
{
vec4 r;
std::string ss(s);
int i = ss.find(", ");
int c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r.v[0] = c / 255.f;
i = ss.find(", ");
c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r.v[1] = c / 255.f;
i = ss.find(", ");
c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r.v[2] = c / 255.f;
c = toint(ss);
r.v[3] = c / 255.f;
return r;
}
void TGameLevel::ReloadLevel()
{
cardinal byteCount;
boost::shared_array<char> file = CreateMemFromFile<char>(LevelFileName, byteCount);
std::string fileString(&file[0]);
char c;
//int n = 0;
std::vector<std::string> rows;
int rowLen;
while (fileString.size() > 0)
{
rowLen = fileString.find(fendl);
rows.push_back(fileString.substr(0, rowLen));
fileString.erase(0, rowLen+2);
}
std::vector<std::string>::iterator rowIterator = rows.begin();
BallColor = ParseColor(*rowIterator);
++rowIterator;
std::vector<vec4> colors;
vec4 tc;
while (*rowIterator != "Colormap")
{
tc = ParseColor(*rowIterator);
colors.push_back(tc);
++rowIterator;
}
std::vector<std::string>::iterator rowColorIterator;
std::vector<std::string>::iterator rowLockIterator;
rowColorIterator = rowIterator + 1;
rowLockIterator = rowColorIterator + 14;
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
c = (*rowLockIterator)[i];
if (c == 0x30)
{
BlockMatrix[i][j].SetInvisible();
}
else
{
BlockMatrix[i][j].Appear(colors[(*rowColorIterator)[i] - 0x30], (c-0x30)-1);
}
}
rowLockIterator++;
rowColorIterator++;
}
ReloadBlockInstansingList();
}
void TGameLevel::FillWithFile(const std::string& filename)
{
LevelFileName = filename;
ReloadLevel();
}
void TGameLevel::SetStandBy()
{
ReloadLevel();
InitLevel();
LevelState = CONST_LEVELSTATE_STANDBY;
}
void TGameLevel::SetLoading(const std::string& bkg, const std::string& levelscreen)
{
BkgTexture = bkg;
LevelScreenTexture = levelscreen;
InitLevel();
StateTimer = CONST_TIMER_LOADING;
LevelState = CONST_LEVELSTATE_LOADING;
}
void TGameLevel::InitLevel()
{
ReflectorPos = vec2(240, 16 + 13);
vec2 ballPos = vec2(240, 80);
BallList.clear();
BallList.push_back(TBall(ballPos, vec2(0, 0), BallColor));
BallList.begin()->BallInBlock = GetBlock(ballPos);
BallList.begin()->PrevBallInBlock = BallList.begin()->BallInBlock;
BonusGothroughTimer = 0.f;
BonusFloorTimer = 0.f;
BonusFallingList.clear();
RenderBufferReady = false;
ReloadBallInstancingList();
BonusFloorPosY = 0.f;
}
bool TGameLevel::IsLoaded()
{
return (LevelState == CONST_LEVELSTATE_STANDBY);
}
void TGameLevel::Draw()
{
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
CheckGlError();
return;
}
if (LevelState == CONST_LEVELSTATE_LOADING)
{
Renderer->PushMatrix();
float scale = 1.f - 0.5f*StateTimer/CONST_TIMER_LOADING;
if (scale < 0.5f)
scale = 0.5f;
if (scale > 1.f)
scale = 1.f;
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->ScaleMatrix(scale);
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
Renderer->DrawRect(vec2(0, 0), vec2(480.f, 320.f));
Renderer->PopMatrix();
CheckGlError();
return;
}
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
bool renderBufferReady = RenderBufferReady;
if (pause && renderBufferReady)
{
//See also below (same method)
Renderer->PushMatrix();
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
DrawBuffer();
if (mustShowButtons)
{
DrawPauseButtons();
}
Renderer->PopMatrix();
CheckGlError();
return;
}
if (pause && !renderBufferReady)
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(480.f, 320.f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError();
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
Renderer->DrawRect(vec2(0, 0), vec2(480.f, 320.f));
std::list<TBall>::iterator iBall;
Renderer->PushShader("BrickShader");
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
}
}
RenderUniform1f("Transparency", 1.f);
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
{
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.v);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
Renderer->DrawTriangleList(colorBlockIterator->second);
}
std::list<TBonusFalling>::iterator iBonus;
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{
iBonus->Draw();
}
DrawBallInstancingList();
Renderer->PopShader();
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
Renderer->DrawRect(vec2(-128.f, -16.f)+ReflectorPos, vec2(128.f, 16.f)+ReflectorPos);
const vec2 wallUpPos1(240.f-256.f, 320.f-64.f);
const vec2 wallUpPos2(240.f+256.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2);
const vec2 wallLeftPos1(0.f, 320.f - 512.f);
const vec2 wallLeftPos2(32.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
const vec2 wallRightPos1(480.f-32.f, 320.f - 512.f);
const vec2 wallRightPos2(480.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2);
if (BonusFloorTimer>0.f)
{
const vec2 wallDownPos(240.f, BonusFloorPosY);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
Renderer->DrawRect(vec2(-256.f, -16.f)+wallDownPos, vec2(256.f, 16.f)+wallDownPos);
}
if (!pause)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const vec2 BackBtnPos(240.f, 320.f - 32.f - 20.f);
Renderer->DrawRect(vec2(-128.f, -32.f)+BackBtnPos, vec2(128.f, 32.f)+BackBtnPos);
}
if (pause && !renderBufferReady)
{
//ololo
//See also above (same method)
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->PushMatrix();
//Renderer->LoadIdentity();
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
DrawBuffer();
if (mustShowButtons)
{
DrawPauseButtons();
}
Renderer->PopMatrix();
RenderBufferReady = true;
CheckGlError();
}
CheckGlError();
}
void TGameLevel::DrawPauseButtons()
{
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]);
Renderer->DrawRect(vec2(-128.f, -64.f)+CONST_SLIDE_UP_POS, vec2(128.f, 64.f)+CONST_SLIDE_UP_POS);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_TAP_TO_CONTINUE_BTN_TEXTURE]);
Renderer->DrawRect(vec2(-128.f, -128.f)+CONST_TAP_TO_CONTINUE_POS, vec2(128.f, 128.f)+CONST_TAP_TO_CONTINUE_POS);
}
void TGameLevel::DrawBallInstancingList()
{
RenderUniform1f("Transparency", 1.f);
RenderUniform4fv("BrickColor", BallColor.v);
if (BonusGothroughTimer > 0.f)
{
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BALLGLOW_TEXTURE]);
Renderer->DrawTriangleList(BallInstancingList.BallAndGlowList[1]);
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BALL_TEXTURE]);
Renderer->DrawTriangleList(BallInstancingList.BallAndGlowList[0]);
}
void TGameLevel::DrawBuffer()
{
Renderer->PushShader("FrameShader");
float brightness;
if (CONST_LEVELSTATE_GO_TO_PAUSE)
{
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
}
else
{
brightness = 0.3f;
}
RenderUniform1f("Brightness", brightness);
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//Matrix switched to identity
//vec2 RectPos = vec2(-1, -1);
//vec2 RectSize = vec2(2, 2);
vec2 RectPos = vec2(240.f, 160.f);
vec2 RectSize = vec2(240.f, 160.f);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
Renderer->PopShader();
CheckGlError();
}
void TGameLevel::SetPause()
{
OutScaleVelocity = 0.f;
OutScale = 1.f;
RenderBufferReady = false;
LevelState = CONST_LEVELSTATE_GO_TO_PAUSE;
StateTimer = CONST_PAUSE_APPEAR_TIME;
Application->MarkSetGameLevelPause();
}
void TGameLevel::ReleasePause()
{
RenderBufferReady = false;
if (PrevLevelStateIsStandby)
{
LevelState = CONST_LEVELSTATE_STANDBY;
PrevLevelStateIsStandby = false;
}
else
{
LevelState = CONST_LEVELSTATE_PLAYING;
}
Application->MarkReleaseGameLevelPause();
}
bool TGameLevel::IsPaused()
{
return ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE) || (LevelState == CONST_LEVELSTATE_FINISHED));
}
void TGameLevel::Update(cardinal dt)
{
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
return;
}
if (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
LevelState = CONST_LEVELSTATE_PAUSE;
}
return;
}
if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScale += OutScaleVelocity * dt;
TryGoToMenu();
CheckGlError();
return;
}
if (LevelState == CONST_LEVELSTATE_FINISHED)
{
StateTimer -= dt;
OutScale = StateTimer/CONST_FINISHING_TIME;
if (StateTimer <= 0.f)
{
TryGoToMenu();
}
CheckGlError();
return;
}
if (LevelState == CONST_LEVELSTATE_LOADING)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
RenderBufferReady = false;
LevelState = CONST_LEVELSTATE_STANDBY;
}
}
if (LevelState == CONST_LEVELSTATE_FINISH_FREEZE)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
SetFinished();
CheckGlError();
return;
}
//To make the whole scene like freeze
dt = static_cast<cardinal>(dt / max((CONST_FINISH_FREEZE_TIME-StateTimer)/100.f, 1.f));
}
if (BonusGothroughTimer > 0.f)
{
BonusGothroughTimer -= dt;
BonusGothroughTimer = max(BonusGothroughTimer, 0.f);
}
if (BonusFloorTimer > 0.f)
{
BonusFloorTimer -= dt;
BonusFloorTimer = max(BonusFloorTimer, 0.f);
}
UpdateBallList(dt);
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].Update(dt);
}
}
std::list<TBonusFalling>::iterator iBonus = BonusFallingList.begin();
while (iBonus != BonusFallingList.end())
{
iBonus->Update(dt);
if ((fabs(ReflectorPos.v[0] - iBonus->GetPos().v[0])<CONST_BONUS_CATCH_DISTANCE_X) &&
(fabs(ReflectorPos.v[1] - iBonus->GetPos().v[1])<CONST_BONUS_CATCH_DISTANCE_Y))
{
int bonusType = iBonus->GetType();
iBonus = BonusFallingList.erase(iBonus);
if (bonusType == CONST_BONUS_TYPE_GOTHROUGH)
{
BonusGothroughTimer = CONST_BONUS_GOTHROUGH_TIME;
}
else if (bonusType == CONST_BONUS_TYPE_MULTIPLIER)
{
vec2 pos = BallList.begin()->GetPos();
vec2 velocity = BallList.begin()->GetVelocityVector();
MultiplyBalls(pos, velocity);
}
else if (bonusType == CONST_BONUS_TYPE_FLOOR)
{
BonusFloorTimer = CONST_BONUS_FLOOR_TIME;
}
}
else if (iBonus->GetPos().v[1] < -15.f)
{
iBonus = BonusFallingList.erase(iBonus);
}
if (iBonus != BonusFallingList.end())
{
++iBonus;
}
}
//Bonus floor pos
if (BonusFloorTimer/CONST_BONUS_GOTHROUGH_TIME < 0.2f)
{
//Bonus must go down until 0.f
if (BonusFloorPosY > 0.f)
{
BonusFloorPosY -= CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
BonusFloorPosY = max(BonusFloorPosY, 0.f);
}
}
else
{
//Bonus must go up until 16.f
if (BonusFloorPosY < 16.f)
{
BonusFloorPosY += CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
BonusFloorPosY = min(BonusFloorPosY, 16.f);
}
}
bool noMoreBlocks = true;
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
if (BlockMatrix[i][j].CanReact())
{
noMoreBlocks = false;
}
}
}
if (noMoreBlocks && LevelState != CONST_LEVELSTATE_FINISH_FREEZE)
{
Application->OpenNextLevel();
Application->MarkSetGameLevelPause();
SetFinishFreeze();
CheckGlError();
}
if (BallList.size() == 0 && LevelState != CONST_LEVELSTATE_FINISH_FREEZE)
{
SetStandBy();
}
}
void TGameLevel::ReloadBallInstancingList()
{
//Changing this function? Don't forget to change next one!
BallInstancingList.BallAndGlowList.clear();
std::list<TBall>::iterator i;
/*
vec3 p1;
vec3 p2;
vec3 p3;
vec3 p4;
vec2 t1 = vec2(0.0f, 0.0f);
vec2 t2 = vec2(0.0f, 1.0f);
vec2 t3 = vec2(1.0f, 1.0f);
vec2 t4 = vec2(1.0f, 0.0f);
*/
for (i = BallList.begin(); i != BallList.end(); ++i)
{
/*
p1 = vec3(i->Pos, 0.f) + vec3(-8.f, -8.f, 0.f);
p2 = vec3(i->Pos, 0.f) + vec3(-8.f, +8.f, 0.f);
p3 = vec3(i->Pos, 0.f) + vec3(+8.f, +8.f, 0.f);
p4 = vec3(i->Pos, 0.f) + vec3(+8.f, -8.f, 0.f);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t2);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t4);
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
*/
BallInstancingList.BallAndGlowList[0].Data += MakeDataTriangleList(i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
//n += 6;
}
std::list<vec2>::iterator j;
for (i = BallList.begin(); i != BallList.end(); ++i)
{
for (j = i->TalePos.begin(); j != i->TalePos.end(); ++j)
{
/*
p1 = vec3(*j, 0.f) + vec3(-16.f, -16.f, 0.f);
p2 = vec3(*j, 0.f) + vec3(-16.f, +16.f, 0.f);
p3 = vec3(*j, 0.f) + vec3(+16.f, +16.f, 0.f);
p4 = vec3(*j, 0.f) + vec3(+16.f, -16.f, 0.f);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t2);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t4);
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
*/
BallInstancingList.BallAndGlowList[1].Data += MakeDataTriangleList(*j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
//n += 6;
}
}
//std::map<int, TTriangleList>::iterator it;
auto it = BallInstancingList.BallAndGlowList.begin();
for (; it != BallInstancingList.BallAndGlowList.end(); ++it)
//for (auto it = BallInstancingList.BallAndGlowList.begin(); it != BallInstancingList.BallAndGlowList.end(); ++it)
{
it->second.RefreshBuffer();
}
}
void TGameLevel::RefreshBallInstancingList()
{
//Changing this function? Don't forget to change previous one!
/*
vec3 p1;
vec3 p2;
vec3 p3;
vec3 p4;
vec2 t1 = vec2(0.0f, 0.0f);
vec2 t2 = vec2(0.0f, 1.0f);
vec2 t3 = vec2(1.0f, 1.0f);
vec2 t4 = vec2(1.0f, 0.0f);
*/
int n = 0;
int m = 0;
std::list<TBall>::iterator i;
for (i = BallList.begin(); i != BallList.end(); ++i)
{
/*
p1 = vec3(i->Pos, 0.f) + vec3(-8.f, -8.f, 0.f);
p2 = vec3(i->Pos, 0.f) + vec3(-8.f, +8.f, 0.f);
p3 = vec3(i->Pos, 0.f) + vec3(+8.f, +8.f, 0.f);
p4 = vec3(i->Pos, 0.f) + vec3(+8.f, -8.f, 0.f);
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p2;
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p4;
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t2;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t4;
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
*/
Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
n += 6;
}
std::list<vec2>::iterator j;
n = 0;
m = 0;
for (i = BallList.begin(); i != BallList.end(); ++i)
{
for (j = i->TalePos.begin(); j != i->TalePos.end(); ++j)
{
/*
p1 = vec3(*j, 0.f) + vec3(-16.f, -16.f, 0.f);
p2 = vec3(*j, 0.f) + vec3(-16.f, +16.f, 0.f);
p3 = vec3(*j, 0.f) + vec3(+16.f, +16.f, 0.f);
p4 = vec3(*j, 0.f) + vec3(+16.f, -16.f, 0.f);
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p2;
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p4;
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t2;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t4;
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;*/
//BallInstancingList.BallAndGlowList[1].Data += MakeDataTriangleList();
Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
n += 6;
}
}
std::map<int, TTriangleList>::iterator it;
for (it = BallInstancingList.BallAndGlowList.begin(); it != BallInstancingList.BallAndGlowList.end(); ++it)
{
it->second.RefreshBuffer();
}
}
void TGameLevel::UpdateBallList(cardinal dt)
{
std::list<TBall>::iterator iBall;
bool mustReloadBalls = false;
//If not loaded - force load
if (BallInstancingList.BallAndGlowList.size() == 0)
{
mustReloadBalls = true;
}
if (BonusFloorTimer == 0.f)
{
vec2 ballPos;
iBall = BallList.begin();
while (iBall != BallList.end())
{
ballPos = iBall->GetPos();
if (ballPos.v[1]<0.f)
{
iBall = BallList.erase(iBall);
mustReloadBalls = true;
}
if (iBall != BallList.end())
{
++iBall;
}
}
}
bool blockListChanged = false;
for (iBall = BallList.begin(); iBall != BallList.end(); ++iBall)
{
iBall->Update(dt);
vec2 ballPos = iBall->GetPos();
if (ballPos.v[0] > 480.f-15.f)
{
iBall->ReflectToLeft();
}
if (ballPos.v[0] < 15.f)
{
iBall->ReflectToRight();
}
if (ballPos.v[1] > 320.0f-16.f)
{
iBall->ReflectToDown();
}
if (BonusFloorTimer > 0.f)
{
if (ballPos.v[1] < 13.0f)
{
iBall->ReflectToUp();
}
}
iBall->TryReflectOnReflector(ReflectorPos);
vec2 ipos = GetBlock(ballPos);
if (!(ipos == iBall->BallInBlock))
{
iBall->PrevBallInBlock = iBall->BallInBlock;
iBall->BallInBlock = ipos;
int i = static_cast<int>(iBall->BallInBlock.v[0]);
int j = static_cast<int>(iBall->BallInBlock.v[1]);
int iprev = static_cast<int>(iBall->PrevBallInBlock.v[0]);
int jprev = static_cast<int>(iBall->PrevBallInBlock.v[1]);
if (BlockMatrix[i][j].CanReact())
{
bool canThrowBonus;
blockListChanged = true;
if (BonusGothroughTimer > 0.f)
{
BlockMatrix[i][j].Disappear();
canThrowBonus = true;
}
else
{
canThrowBonus = (BlockMatrix[i][j].GetLocked() == 0);
BlockMatrix[i][j].Hit();
}
vec2 blockPos = BlockMatrix[i][j].GetPosFrom(i, j);
if (canThrowBonus && rand() % 20 == 0)
{
BonusFallingList.push_back(TBonusFalling(blockPos));
}
if (BonusGothroughTimer == 0.f)
{
if (j < jprev)
{
iBall->ReflectToDown();
}
else
if (j > jprev)
{
iBall->ReflectToUp();
}
else
if (i < iprev)
{
iBall->ReflectToRight();
}
else
if (i > iprev)
{
iBall->ReflectToLeft();
}
}
}
}
}
if (blockListChanged)
{
ReloadBlockInstansingList();
}
if (mustReloadBalls)
{
ReloadBallInstancingList();
}
else
{
RefreshBallInstancingList();
}
}
void TGameLevel::MultiplyBalls(vec2 pos, vec2 velocity)
{
mat2 r;
vec2 v;
for (int i = -2; i<=2; i++)
{
r = mat2(i*pi/4.f);
v = r*velocity;
v.v[1] = max(static_cast<float>(fabs(v.v[1])), 0.2f) * sign(v.v[1]); //Prevent velocityY from being ~= 0
BallList.push_back(TBall(pos, v, BallColor));
}
ReloadBallInstancingList();
}
void TGameLevel::OnTapDown(vec2 pos)
{
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.v[0] - pos.v[0])>64.f)
{
ReflectorPos.v[0] = pos.v[0];
}
}
else if (LevelState == CONST_LEVELSTATE_PAUSE)
{
if (pos.v[1] > 128.f)
{
ReleasePause();
}
}
}
void TGameLevel::OnTapUp(vec2 pos)
{
}
void TGameLevel::OnFling(vec2 slideSpeed)
{
if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScaleVelocity = slideSpeed.v[1]/320.f;
}
}
void TGameLevel::OnScroll(vec2 shift)
{
const float CONST_SCROLL_SCALE = 1.1f;
if (LevelState == CONST_LEVELSTATE_PLAYING || LevelState == CONST_LEVELSTATE_STANDBY)
{
ReflectorPos.v[0] -= CONST_SCROLL_SCALE*shift.v[0];
}
else if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScale += shift.v[1]/320.f;
TryGoToMenu();
}
}
void TGameLevel::TryGoToMenu()
{
if (OutScale < 0.5f)
{
OutScale = 0.5f;
LevelState = CONST_LEVELSTATE_NODRAW;
Application->GoFromGameToMenu();
}
if (OutScale > 1.f)
{
OutScale = 1.f;
}
}