double-hit-balls/game/gamecode.cpp
2018-10-18 13:24:17 +05:00

1907 lines
54 KiB
C++
Executable File

#include "gamecode.h"
#include "main_code.h"
using namespace SE;
//const std::string fendl = "\x0D\x0A"; //Windows-style, for files
const int CONST_REFLECTOR_WIDTH = 210;
const int CONST_REFLECTOR_HEIGHT = 45;
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 int CONST_LEVELSTATE_SNAPSHOTTING = 8;
const float CONST_TIMER_LOADING = 150.f;
const float CONST_PAUSE_APPEAR_TIME = 150.f;
const float CONST_FINISH_FREEZE_TIME = 4000.f; // 1000.f
const float CONST_FINISHING_TIME = 250.f;
const float CONST_BALL_VELOCITY = 200.f;
const Vector2f CONST_SLIDE_UP_POS(240.f, 64.f);
const Vector2f CONST_TAP_TO_CONTINUE_POS(240.f, 200.f);
const float CONST_BACK_BTN_WIDTH = 256.f;
const float CONST_BACK_BTN_HEIGHT = 64.f;
bool operator<(const PairColorTexture& p1, const PairColorTexture& p2)
{
if (p1.second == p2.second)
{
if (p1.first(0) == p2.first(0))
{
if (p1.first(1) == p2.first(1))
{
if (p1.first(2) == p2.first(2))
{
return p1.first(3) < p2.first(3);
}
else
{
return p1.first(2) < p2.first(2);
}
}
else
{
return p1.first(1) < p2.first(1);
}
}
else
{
return p1.first(0) < p2.first(0);
}
}
return (p1.second < p2.second);
}
TBrick::TBrick()
: State(CONST_BRICKSTATE_VISIBLE)
, StateTimer(0.f)
, Color(Vector4f(0.f, 0.f, 0.f, 1.f))
, Locked(0)
, InitialLocked(0)
{
}
void TBrick::SetVisible(Vector4f 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, 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();
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)
{
texName = CONST_BLOCK_TEXTURE3;
}
else if (Locked == 1)
{
texName = CONST_BLOCK_TEXTURE2;
}
else
{
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) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
}
else if (State == CONST_BRICKSTATE_APPEAR)
{
RenderUniform1f("Transparency", 1.f - StateTimer/CONST_BRICK_APPEAR_TIME);
RenderUniform4fv("BrickColor", Color.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
Renderer->DrawRect((centerPos - blockHalfSize) * scale + offset, (centerPos + blockHalfSize) * scale + offset);
}
}
void TBrick::Update(size_t 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;
}
}
}
Vector4f TBrick::GetColor()
{
return Color;
}
Vector2f TBrick::GetPosFrom(int ipos, int jpos, int screenWidth)
{
//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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);
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()
{
StateTimer = CONST_BRICK_DISAPPEAR_TIME;
State = CONST_BRICKSTATE_DISAPPEAR;
}
void TBrick::Hit()
{
if (Locked == 0)
{
Disappear();
}
else
{
Locked--;
}
}
void TBrick::Appear(Vector4f 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(Vector2f 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;
}
}
Vector2f TBonusFalling::GetPos()
{
return Pos;
}
int TBonusFalling::GetType()
{
return BonusType;
}
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);
float transparency = min_t(Lifetime/CONST_BONUS_APPEAR_TIME , 1.f);
RenderUniform4fv("BrickColor", Vector4f(1.0f, 1.0f, 1.0f, 1.0f).data());
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[TexName]);
Renderer->DrawRect((Pos - BonusHalfSize) * scale + offset, (Pos + BonusHalfSize) * scale + offset);
}
void TBonusFalling::Update(size_t dt)
{
Lifetime += dt;
Pos(1) -= dt * CONST_BONUS_FALL_SPEED / 1000.f;
}
//===========================================
//===========================================
//===========================================
TBall::TBall(Vector2f pos, Vector2f velocity, Vector4f 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);
}
Vector2f TBall::GetPos()
{
return Pos;
}
Vector2f TBall::GetVelocityVector()
{
return Velocity;
}
void TBall::Go()
{
// Velocity = Normalize(Vector2f(2.f, 1.f));
Velocity = { 0, 1 }; // Vector2f(2.f, 1.f).normalized();
}
void TBall::ReflectToLeft()
{
Application->hitSpark("left",Pos);
if (Velocity(0) > 0.f)
{
Velocity(0) = - Velocity(0);
}
}
void TBall::ReflectToRight()
{
Application->hitSpark("right", Pos);
if (Velocity(0) < 0.f)
{
Velocity(0) = - Velocity(0);
}
}
void TBall::ReflectToUp()
{
Application->hitSpark("up", Pos);
if (Velocity(1) < 0.f)
{
Velocity(1) = - Velocity(1);
}
}
void TBall::ReflectToDown()
{
Application->hitSpark("down", Pos);
if (Velocity(1) > 0.f)
{
Velocity(1) = - Velocity(1);
}
}
//function for reflector surface.
float ReflectorPlaneFunction(float shift)
{
/* _______
/ \
| |
Something like this
*/
//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*480 / 480.f; // Current Reflector Height
if (shift >= -(hRW) && shift < -(hRPW)) {
float t = (shift+ hRW)/cRH;
return cRH*0.29f + (cRH*0.71f) * t;
}
if (shift >= -(hRPW) && shift < hRPW) {
return cRH;
}
if (shift >= hRPW && shift <= hRW) {
float t = (hRW - shift) / cRH;
return cRH*0.29f + (cRH*0.71) * t;
}
return 0.f;
}
void TBall::TryReflectOnReflector(Vector2f refPos)
{
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
const float reflectionShiftY = 13.f;
const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*480/480.f;
if ((Pos(1) < reflectionMaxHeight + reflectionShiftY) && Pos(1) > 0.0f && Velocity(1) < 0)
{
float dy = ReflectorPlaneFunction(Pos(0) - refPos(0));
if (dy > 0 && (dy + reflectionShiftY > Pos(1)))
{
float shift = (Pos(0) - refPos(0)) / 128.f;
shift = min_t(shift, 0.5f);
shift = max_t(shift, -0.5f);
//Vector2f n = Normalize(Vector2f(shift, 1.0f));
Vector2f n = Vector2f(shift, 1.0f).normalized();
Velocity = Velocity - n * 2.f * (Velocity(0)*n(0) + Velocity(1)*n(1));
if ((Velocity(1) <= 0) || (fabs(Velocity(0)/Velocity(1)) > 4.f))
{
Velocity(0) = 4.f*sign(Velocity(0));
Velocity(1) = 1.f;
//Velocity = Normalize(Velocity);
Velocity = Velocity.normalized();
}
}
}
}
void TBall::Update(size_t dt)
{
Pos += Velocity * (CONST_BALL_VELOCITY * dt / 1000.f);
TalePos.push_back(Pos);
if (TalePos.size() > 4)
{
TalePos.erase(TalePos.begin());
}
}
//===========================================
//===========================================
//===========================================
bool TGameLevel::XXX = true;
TGameLevel::TGameLevel(int levelStar, int levelIndex)
{
this->levelStar = levelStar;
this->levelIndex = levelIndex;
BkgTexture = "";
RenderBufferReady = false;
PrevLevelStateIsStandby = false;
OutScale = 1.f;
OutScaleVelocity = 0.f;
StateTimer = 0.f;
LevelState = CONST_LEVELSTATE_NODRAW;
BallColor = Vector4f(0.2f, 0.8f, 1.0f, 1.0f);
BonusFloorPosY = 0.f;
}
TGameLevel::~TGameLevel()
{
}
int TGameLevel::getStarIndex()
{
return levelStar;
}
int TGameLevel::getLevelIndex()
{
return levelIndex;
}
void TGameLevel::ReloadBlockInstansingList(int screenWidth)
{
//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);
std::pair<Vector4f, 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--;
}
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);
}
}
}
for (auto it = BlockInstansingList.ColorBlockList.begin(); it != BlockInstansingList.ColorBlockList.end(); ++it)
{
it->second.RefreshBuffer();
}
}
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*(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)
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 Vector2f(x, y);
}
bool TGameLevel::TapInBackBtnArea(const Vector2f& pos)
{
const float yRatio = Application->GetGameLevelScreenHeight() / 320.f;
const float backBtnWidth = CONST_BACK_BTN_WIDTH*Application->GetGameLevelScreenWidth()/480.f;
const float backBtnHeight = CONST_BACK_BTN_HEIGHT*yRatio;
return (pos(1) > Application->GetGameLevelScreenHeight() - 52.f*yRatio - backBtnHeight) && (pos(0)>=Renderer->GetScreenWidth()*0.5f-backBtnWidth*0.5f) && (pos(0)<=Renderer->GetScreenWidth()*0.5f+backBtnWidth*0.5f);
}
void TGameLevel::SetFinishFreeze()
{
StateTimer = CONST_FINISH_FREEZE_TIME; // Firework timeline timer
LevelState = CONST_LEVELSTATE_FINISH_FREEZE;
}
void TGameLevel::SetFinished()
{
StateTimer = CONST_FINISHING_TIME;
LevelState = CONST_LEVELSTATE_FINISHED;
OutScale = 1.f;
}
Vector4f TGameLevel::ParseColor(const std::string& s)
{
Vector4f r;
std::string ss(s);
int i = ss.find(", ");
int c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r(0) = c / 255.f;
i = ss.find(", ");
c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r(1) = c / 255.f;
i = ss.find(", ");
c = toint(ss.substr(0, i));
ss.erase(0, i+2);
r(2) = c / 255.f;
//c = toint(ss);
//r(3) = c / 255.f;
i = ss.find("\r");
c = toint(ss.substr(0, i));
ss.erase(0, i + 2);
r(3) = c / 255.f;
return r;
}
void TGameLevel::ReloadLevel()
{
size_t 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(SE::fendl);
rows.push_back(fileString.substr(0, rowLen));
fileString.erase(0, rowLen+2);
}
std::vector<std::string>::iterator rowIterator = rows.begin();
if (BkgTexture != "")
{
ResourceManager->TexList.DeleteTexture(BkgTexture);
}
BkgTexture = *rowIterator;
#ifdef NDEBUG
ResourceManager->TexList.AddTexture("level_background/" + BkgTexture);
#else
ResourceManager->TexList.AddTexture("level_background/debug/" + BkgTexture);
#endif
++rowIterator;
BallColor = ParseColor(*rowIterator);
++rowIterator;
std::vector<Vector4f> colors;
Vector4f 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(Application->GetGameLevelScreenHeight());
}
/*
void TGameLevel::setBackground(const std::string& textureName)
{
BkgTexture = textureName;
}*/
void TGameLevel::FillWithFile(const std::string& filename)
{
levelName = GetFileNameWithoutExt(filename);
LevelFileName = filename;
ReloadLevel();
}
void TGameLevel::SetStandBy()
{
ReloadLevel();
InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
LevelState = CONST_LEVELSTATE_STANDBY;
}
void TGameLevel::SetLoading()
{
InitLevel(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight());
StateTimer = CONST_TIMER_LOADING;
LevelState = CONST_LEVELSTATE_LOADING;
}
void TGameLevel::InitLevel(int screenWidth, int screenHeight)
{
//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));
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;
ReloadBlockInstansingList(screenWidth);
}
bool TGameLevel::IsLoaded()
{
return (LevelState == CONST_LEVELSTATE_STANDBY);
}
void TGameLevel::drawOutline(int screenWidth, int screenHeight) {
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["black_square"]);
Renderer->DrawRect(
Vector2f(
0.0f,
0.0f
),
Vector2f(
(screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
screenHeight
)
);
Renderer->DrawRect(
Vector2f(
screenWidth - (screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
0.f
),
Vector2f(
screenWidth,
screenHeight
)
);
}
void TGameLevel::DrawSnapshot(const std::string& assignedSnapshotFrameBuffer, bool blackAndWhite)
{
InitLevel(768, 480);
int prevState = LevelState;
LevelState = CONST_LEVELSTATE_SNAPSHOTTING;
InnerDraw(768, 480, 768, 480, blackAndWhite);
LevelState = prevState;
std::string texName = levelName + "_prerender";
if (blackAndWhite)
{
texName += "_blackandwhite";
}
prerenderedImage = ResourceManager->FrameManager.GetFrameTextureCopy(assignedSnapshotFrameBuffer, texName);
}
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)
{
// Scaling math
float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
float xlOffset = (screenWidth - 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
if (LevelState == CONST_LEVELSTATE_NODRAW)
{
CheckGlError();
return;
}
Renderer->PushProjectionMatrix(screenWidth, screenHeight);
Renderer->PushMatrix();
Renderer->LoadIdentity();
if (LevelState == CONST_LEVELSTATE_LOADING)
{
float scale = 1.f - 0.5f*StateTimer/CONST_TIMER_LOADING;
if (scale < 0.5f)
scale = 0.5f;
if (scale > 1.f)
scale = 1.f;
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
CheckGlError();
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
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(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();
CheckGlError();
drawOutline(screenWidth, screenHeight);
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
return;
}
if (pause && !renderBufferReady)
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(screenWidth, screenHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError();
}
// Level background
// :::::::::::
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)screenWidth) - bkgSW) * 0.5f;
bkgSHO = ylOffset;
} else {
bkgSH = (tSW / bkgTW) * bkgTH;
bkgSW = tSW;
bkgSWO = xlOffset;
bkgSHO = ylOffset;
}
// :::::::::::
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));
//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] = (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");
for (int i = 0; i < CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++)
{
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)
{
Vector4f color = colorBlockIterator->first.first;
if (blackAndWhite)
{
float c = (color(0) * 0.3 + color(1) * 0.59 + color(2) * 0.11);
color(0) = c;
color(1) = c;
color(2) = c;
}
RenderUniform4fv("BrickColor", color.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
Renderer->DrawTriangleList(colorBlockIterator->second);
}
DrawBallInstancingList(blackAndWhite);
Renderer->PopMatrix();
std::list<TBonusFalling>::iterator iBonus;
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{
iBonus->Draw();
}
Application->EffectsDraw();
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
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);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset);
const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset);
const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
if (BonusFloorTimer>0.f)
{
const Vector2f wallDownPos(240.f, BonusFloorPosY);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
const Vector2f wallBonusPos1(bWTO + xlOffset, ylOffset + wallDownPos(1) - bWTW*0.5f);
const Vector2f wallBonusPos2(tSW + xlOffset - bWTO, ylOffset + wallDownPos(1) + bWTW*0.5f);
Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
}
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);
}
drawOutline(screenWidth, screenHeight);
if (pause && !renderBufferReady)
{
//ololo
//See also above (same method)
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
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();
RenderBufferReady = true;
CheckGlError();
}
Renderer->PopMatrix();
Renderer->PopProjectionMatrix();
CheckGlError();
}
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(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(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);
}
void TGameLevel::DrawBallInstancingList(bool blackAndWhite)
{
RenderUniform1f("Transparency", 1.f);
Vector4f color = BallColor;
if (blackAndWhite)
{
float c = (color(0) * 0.3 + color(1) * 0.59 + color(2) * 0.11);
color(0) = c;
color(1) = c;
color(2) = c;
}
RenderUniform4fv("BrickColor", color.data());
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
//Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2);
float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f;
float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f;
Vector2f RectPos = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Vector2f RectSize = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
Renderer->PopShader();
CheckGlError();
}
void TGameLevel::SetPause()
{
if (LevelState == CONST_LEVELSTATE_STANDBY)
{
PrevLevelStateIsStandby = true;
}
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(size_t 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<size_t>(dt / max_t((CONST_FINISH_FREEZE_TIME-StateTimer)/100.f, 1.f));
}
if (BonusGothroughTimer > 0.f)
{
BonusGothroughTimer -= dt;
BonusGothroughTimer = max_t(BonusGothroughTimer, 0.f);
}
if (BonusFloorTimer > 0.f)
{
BonusFloorTimer -= dt;
BonusFloorTimer = max_t(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(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);
if (bonusType == CONST_BONUS_TYPE_GOTHROUGH)
{
BonusGothroughTimer = CONST_BONUS_GOTHROUGH_TIME;
}
else if (bonusType == CONST_BONUS_TYPE_MULTIPLIER)
{
Vector2f pos = BallList.begin()->GetPos();
Vector2f velocity = BallList.begin()->GetVelocityVector();
MultiplyBalls(pos, velocity);
}
else if (bonusType == CONST_BONUS_TYPE_FLOOR)
{
BonusFloorTimer = CONST_BONUS_FLOOR_TIME;
}
}
else if (iBonus->GetPos()(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 - 20.f
if (BonusFloorPosY > -20.f)
{
BonusFloorPosY -= CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
BonusFloorPosY = max_t(BonusFloorPosY, -20.f);
}
}
else
{
//Bonus must go up until 16.f
if (BonusFloorPosY < 16.f)
{
BonusFloorPosY += CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
BonusFloorPosY = min_t(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->SaveUserProgress(levelStar, levelIndex);
Application->fireworkEffect(); // Firework start
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;
/*
Vector3f p1;
Vector3f p2;
Vector3f p3;
Vector3f p4;
Vector2f t1 = Vector2f(0.0f, 0.0f);
Vector2f t2 = Vector2f(0.0f, 1.0f);
Vector2f t3 = Vector2f(1.0f, 1.0f);
Vector2f t4 = Vector2f(1.0f, 0.0f);
*/
for (i = BallList.begin(); i != BallList.end(); ++i)
{
/*
p1 = Vector3f(i->Pos, 0.f) + Vector3f(-8.f, -8.f, 0.f);
p2 = Vector3f(i->Pos, 0.f) + Vector3f(-8.f, +8.f, 0.f);
p3 = Vector3f(i->Pos, 0.f) + Vector3f(+8.f, +8.f, 0.f);
p4 = Vector3f(i->Pos, 0.f) + Vector3f(+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 + Vector2f(-8.f, -8.f), i->Pos + Vector2f(8.f, 8.f));
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + Vector2f(-8.f, -8.f), i->Pos + Vector2f(8.f, 8.f));
//n += 6;
}
std::list<Vector2f>::iterator j;
for (i = BallList.begin(); i != BallList.end(); ++i)
{
for (j = i->TalePos.begin(); j != i->TalePos.end(); ++j)
{
/*
p1 = Vector3f(*j, 0.f) + Vector3f(-16.f, -16.f, 0.f);
p2 = Vector3f(*j, 0.f) + Vector3f(-16.f, +16.f, 0.f);
p3 = Vector3f(*j, 0.f) + Vector3f(+16.f, +16.f, 0.f);
p4 = Vector3f(*j, 0.f) + Vector3f(+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 + Vector2f(-16.f, -16.f), *j + Vector2f(16.f, 16.f));
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + Vector2f(-16.f, -16.f), *j + Vector2f(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!
/*
Vector3f p1;
Vector3f p2;
Vector3f p3;
Vector3f p4;
Vector2f t1 = Vector2f(0.0f, 0.0f);
Vector2f t2 = Vector2f(0.0f, 1.0f);
Vector2f t3 = Vector2f(1.0f, 1.0f);
Vector2f t4 = Vector2f(1.0f, 0.0f);
*/
int n = 0;
int m = 0;
std::list<TBall>::iterator i;
for (i = BallList.begin(); i != BallList.end(); ++i)
{
/*
p1 = Vector3f(i->Pos, 0.f) + Vector3f(-8.f, -8.f, 0.f);
p2 = Vector3f(i->Pos, 0.f) + Vector3f(-8.f, +8.f, 0.f);
p3 = Vector3f(i->Pos, 0.f) + Vector3f(+8.f, +8.f, 0.f);
p4 = Vector3f(i->Pos, 0.f) + Vector3f(+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 + Vector2f(-8.f, -8.f), i->Pos + Vector2f(8.f, 8.f));
n += 6;
}
std::list<Vector2f>::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 = Vector3f(*j, 0.f) + Vector3f(-16.f, -16.f, 0.f);
p2 = Vector3f(*j, 0.f) + Vector3f(-16.f, +16.f, 0.f);
p3 = Vector3f(*j, 0.f) + Vector3f(+16.f, +16.f, 0.f);
p4 = Vector3f(*j, 0.f) + Vector3f(+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 + Vector2f(-16.f, -16.f), *j + Vector2f(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(size_t dt)
{
std::list<TBall>::iterator iBall;
//float LEVEL_VIEWOPRT_WIDTH = Application->GetGameLevelScreenWidth();
//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
bool mustReloadBalls = false;
//If not loaded - force load
if (BallInstancingList.BallAndGlowList.size() == 0)
{
mustReloadBalls = true;
}
if (BonusFloorTimer == 0.f)
{
Vector2f ballPos;
iBall = BallList.begin();
while (iBall != BallList.end())
{
ballPos = iBall->GetPos();
if (ballPos(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);
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
if (ballPos(0) > (768)-15.f*(768 /480.f))
{
iBall->ReflectToLeft();
}
if (ballPos(0) < 15.f)
{
iBall->ReflectToRight();
}
if (ballPos(1) > (480)-16.f * (480 /320.f))
{
iBall->ReflectToDown();
}
if (BonusFloorTimer > 0.f)
{
if (ballPos(1) < 13.0f*(480 /320.f))
{
iBall->ReflectToUp();
}
}
Vector2f matrixSize = { 768, 480 };
iBall->TryReflectOnReflector(ReflectorPos.cwiseProduct(matrixSize));
Vector2f ipos = GetBlock(ballPos);
if (!(ipos == iBall->BallInBlock))
{
iBall->PrevBallInBlock = iBall->BallInBlock;
iBall->BallInBlock = ipos;
int i = static_cast<int>(iBall->BallInBlock(0));
int j = static_cast<int>(iBall->BallInBlock(1));
int iprev = static_cast<int>(iBall->PrevBallInBlock(0));
int jprev = static_cast<int>(iBall->PrevBallInBlock(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();
}
Vector2f blockPos = BlockMatrix[i][j].GetPosFrom(i, j, Renderer->GetScreenWidth());
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(Application->GetGameLevelScreenWidth());
}
if (mustReloadBalls)
{
ReloadBallInstancingList();
}
else
{
RefreshBallInstancingList();
}
}
void TGameLevel::MultiplyBalls(Vector2f pos, Vector2f velocity)
{
//mat2 r;
Matrix2f r;
Vector2f v;
for (int i = -2; i<=2; i++)
{
float alpha = i*pi / 4.f;
r(0, 0) = cosf(alpha);
r(1, 0) = sinf(alpha);
r(0, 1) = -sinf(alpha);
r(1, 1) = cosf(alpha);
v = r*velocity;
v(1) = max_t(static_cast<float>(fabs(v(1))), 0.2f) * sign(v(1)); //Prevent velocityY from being ~= 0
BallList.push_back(TBall(pos, v, BallColor));
}
ReloadBallInstancingList();
}
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)
{
LevelState = CONST_LEVELSTATE_PLAYING;
BallList.begin()->Go();
}
else if (LevelState == CONST_LEVELSTATE_PLAYING)
{
ReflectorPos(0) = xPos / Application->GetGameLevelScreenWidth();
}
//else if (LevelState == CONST_LEVELSTATE_PAUSE)
//{
// if (yPos > 128.f)
// {
// ReleasePause();
// }
//}
}
void TGameLevel::OnTapUp(Vector2f pos)
{
}
void TGameLevel::OnFling(Vector2f slideSpeed)
{
if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScaleVelocity = slideSpeed(1)/320.f;
}
}
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) / Application->GetGameLevelScreenWidth();
}
else if (LevelState == CONST_LEVELSTATE_PAUSE)
{
OutScale += shift(1)/320.f;
//TryGoToMenu();
}
}
void TGameLevel::TryGoToMenu()
{
LevelState = CONST_LEVELSTATE_NODRAW;
Application->GoFromGameToMenu();
//if (OutScale < 0.5f)
//{
// OutScale = 0.5f;
// LevelState = CONST_LEVELSTATE_NODRAW;
// Application->GoFromGameToMenu();
//}
//if (OutScale > 1.f)
//{
// OutScale = 1.f;
//}
}
bool TBrick::IsAppear() {
if (State == CONST_BRICKSTATE_DISAPPEAR)
{
return true;
}
else
{
return false;
}
}