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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 244 | chris | 1 | #pragma warning(disable:4244) |
| 2 | #pragma warning(disable:4018) |
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| 3 | #include "Board.h" |
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| 4 | #include "GameApp.h" |
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| 5 | #include "Res.h" |
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| 6 | #include "LevelupEffect.h" |
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| 7 | #include "GameOverEffect.h" |
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| 8 | #include "OptionsDialog.h" |
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| 9 | |||
| 10 | #include "SexyAppFramework/Graphics.h" |
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| 11 | #include "SexyAppFramework/Color.h" |
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| 12 | #include "SexyAppFramework/Rect.h" |
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| 13 | #include "SexyAppFramework/ButtonWidget.h" |
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| 14 | #include "SexyAppFramework/WidgetManager.h" |
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| 15 | #include "SexyAppFramework/ImageFont.h" |
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| 16 | #include "SexyAppFramework/SoundManager.h" |
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| 17 | #include "SexyAppFramework/SoundInstance.h" |
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| 18 | #include "SexyAppFramework/Buffer.h" |
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| 19 | #include "SexyAppFramework/MusicInterface.h" |
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| 20 | |||
| 21 | |||
| 22 | #define _USE_MATH_DEFINES |
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| 23 | #include <math.h> |
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| 24 | |||
| 25 | // VC6 workaround |
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| 26 | #ifndef M_PI |
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| 27 | #define M_PI 3.14159265358979323846 |
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| 28 | #endif |
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| 29 | |||
| 30 | using namespace Sexy; |
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| 31 | |||
| 32 | // How much faster the beam gets when you eat a planet |
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| 33 | const float BEAM_INC_SPEED = 0.05f; |
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| 34 | |||
| 35 | // Fastest the beam can go |
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| 36 | const float MAX_BEAM_SPEED = 2.5f; |
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| 37 | |||
| 38 | // Table of random planet names |
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| 39 | const int NUM_PLANET_NAMES = 28; |
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| 40 | const SexyString PLANET_NAME[] = |
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| 41 | {_S("Deev-z"), _S("SEN-Hen"), _S("Wallach IX"), _S("Salusa Secundus"), _S("Ridiculous Prime"), _S("Architekt V"), |
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| 42 | _S("Robot Republica"), _S("Ix"), _S("XOLDOG4000"), _S("Kliprok"), _S("TR-909"), _S("TR-808"), _S("TB-303"), |
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| 43 | _S("DTR011"), _S("dTech"), _S("Rotwang"), _S("Sukhtek"), _S("Romulox"), _S("Dob Reevz"), _S("Skull XII"), |
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| 44 | _S("Beefy Prime"), _S("Haas"), _S("Reifenrath"), _S("Gehner Subulon"), _S("ACE-DOGG"), _S("Charolastra"), _S("Nixd"), _S("BASS")}; |
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| 45 | |||
| 46 | // Table of random planet exports: |
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| 47 | const int NUM_PLANET_EXPORTS = 23; |
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| 48 | const SexyString PLANET_EXPORTS[] = |
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| 49 | {_S("Happiness"), _S("Donkeys"), _S("Rabies"), _S("AstroPop"), _S("Idiocy"), _S("Minimal Techno"), |
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| 50 | _S("Citizens"), _S("Pain-relieving Pants"), _S("The Quad-Laser"), _S("Septic Systems"), _S("Video Games"), |
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| 51 | _S("Robots"), _S("Plaid"), _S("Octagons"), _S("Gingivitis"), _S("Recognizers"), _S("Electro"), _S("Sauce"), |
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| 52 | _S("Kindness"), _S("Bison"), _S("Saline"), _S("Cholera"), _S("TyperShark")}; |
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| 53 | |||
| 54 | |||
| 55 | ////////////////////////////////////////////////////////////////////////// |
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| 56 | // Inline functions |
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| 57 | ////////////////////////////////////////////////////////////////////////// |
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| 58 | |||
| 59 | // Given an X coordinate, returns the grid column it maps to |
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| 60 | inline int GetCol(float x) |
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| 61 | { |
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| 62 | return (int) ((x - GRID_START_X) / GRID_PIX_SIZE); |
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| 63 | } |
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| 64 | |||
| 65 | // Given a Y coordinate, returns the grid row it maps to |
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| 66 | inline int GetRow(float y) |
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| 67 | { |
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| 68 | return (int) ((y - GRID_START_Y) / GRID_PIX_SIZE); |
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| 69 | } |
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| 70 | |||
| 71 | // Given a grid column, returns the X pixel of the left edge of it |
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| 72 | inline float GetColPix(int col) |
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| 73 | { |
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| 74 | return col * GRID_PIX_SIZE + GRID_START_X; |
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| 75 | } |
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| 76 | |||
| 77 | // Given a grid row, returns the Y pixel of the top edge of it |
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| 78 | inline float GetRowPix(int row) |
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| 79 | { |
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| 80 | return row * GRID_PIX_SIZE + GRID_START_Y; |
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| 81 | } |
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| 82 | |||
| 83 | // Given an X coordinate, adjusts it so that it is aligned |
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| 84 | // with the left edge of the grid square it's over |
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| 85 | inline float GetAlignedX(float x) |
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| 86 | { |
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| 87 | return (float)GetCol(x) * GRID_PIX_SIZE + GRID_START_X; |
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| 88 | } |
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| 89 | |||
| 90 | // Given a Y coordinate, adjusts it so that it is aligned |
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| 91 | // with the top edge of the grid square it's over |
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| 92 | inline float GetAlignedY(float y) |
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| 93 | { |
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| 94 | return (float)GetRow(y) * GRID_PIX_SIZE + GRID_START_Y; |
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| 95 | } |
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| 96 | |||
| 97 | // Checks to see if the Y coordinate is in the grid's bounds. |
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| 98 | // Needs to know if Hun-garr is oriented vertically or not |
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| 99 | inline bool YCoordInBounds(float y, bool vertical) |
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| 100 | { |
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| 101 | int h = IMAGE_HUNGARR_HORIZ->GetHeight() / 2; |
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| 102 | |||
| 103 | if ( (vertical && (y > GRID_START_Y + h) && (y < GRID_END_Y - h)) || |
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| 104 | (!vertical && (y > GRID_START_Y + 7) && (y < GRID_END_Y - 4)) ) |
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| 105 | return true; |
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| 106 | |||
| 107 | return false; |
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| 108 | } |
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| 109 | |||
| 110 | // Checks to see if the X coordinate is in the grid's bounds |
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| 111 | inline bool XCoordInBounds(float x) |
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| 112 | { |
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| 113 | if ((x > GRID_START_X + 9) && (x < GRID_END_X - 2)) |
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| 114 | return true; |
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| 115 | |||
| 116 | return false; |
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| 117 | } |
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| 118 | |||
| 119 | // Checks to see if the column number points to a valid grid column |
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| 120 | inline bool ValidCol(int col) |
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| 121 | { |
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| 122 | return ((col >= 0) && (col < GRID_WIDTH)); |
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| 123 | } |
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| 124 | |||
| 125 | // Checks to see if the row number points to a valid grid row |
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| 126 | inline bool ValidRow(int row) |
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| 127 | { |
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| 128 | return ((row >= 0) && (row < GRID_HEIGHT)); |
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| 129 | } |
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| 130 | |||
| 131 | ////////////////////////////////////////////////////////////////////////// |
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| 132 | ////////////////////////////////////////////////////////////////////////// |
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| 133 | Board::Board(GameApp* theApp) |
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| 134 | { |
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| 135 | mApp = theApp; |
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| 136 | mHungarrIsVertical = true; |
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| 137 | mLineSpeed = 1.0f; |
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| 138 | |||
| 139 | mNumPlanetsEaten = 0; |
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| 140 | mPercentComplete = 0; |
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| 141 | |||
| 142 | mBorderHue = 0; |
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| 143 | mFlashCount = 0; |
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| 144 | mLives = 3; |
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| 145 | mLevel = 1; |
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| 146 | mScore = 0; |
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| 147 | mBeamPulseAmt = 30; |
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| 148 | mBeamPulseVal = 128; |
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| 149 | |||
| 150 | // Put Hun-garr in a valid spot |
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| 151 | UpdateHungarrPosition(GetColPix(4), GetRowPix(4)); |
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| 152 | |||
| 153 | // Create a 2D array to hold the grid fill state that's of size |
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| 154 | // GRID_WIDTH x GRID_HEIGHT |
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| 155 | mGridState = new GridTile* [GRID_HEIGHT]; |
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| 156 | |||
| 157 | //vc6 workaround: |
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| 158 | int i; |
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| 159 | for (i = 0; i < GRID_HEIGHT; i++) |
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| 160 | mGridState[i] = new GridTile[GRID_WIDTH]; |
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| 161 | |||
| 162 | mFillDirection = FILL_LEFT; |
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| 163 | mFillSpeed = 20.0f; |
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| 164 | mPlanetSpeed = 1.5f; |
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| 165 | mPopulationEaten = mTotalPopulationEaten = 0; |
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| 166 | mPauseLevel = 0; |
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| 167 | |||
| 168 | // Create our starfield |
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| 169 | for (i = 0; i < MAX_STARS; i++) |
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| 170 | { |
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| 171 | Star s; |
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| 172 | s.mX = Rand() % mApp->mWidth; |
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| 173 | s.mY = Rand() % mApp->mHeight; |
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| 174 | |||
| 175 | int r = Rand() % 3; |
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| 176 | switch (r) |
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| 177 | { |
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| 178 | case 0: s.mSpeed = 0.5f; s.mColor = Color(200, 200, 200, 128); break; |
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| 179 | case 1: s.mSpeed = 0.25f; s.mColor = Color(100, 100, 100, 128); break; |
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| 180 | case 2: s.mSpeed = 0.1f; s.mColor = Color(50, 50, 50, 128); break; |
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| 181 | } |
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| 182 | |||
| 183 | mStarField[i] = s; |
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| 184 | } |
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| 185 | |||
| 186 | mLevelupEffect = new LevelupEffect(); |
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| 187 | mGameOverEffect = new GameOverEffect(); |
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| 188 | mOptionsBtn = NULL; |
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| 189 | |||
| 190 | |||
| 191 | // The shorting out, electrical sound of the beams moving. We use a SoundInstance pointer |
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| 192 | // because we want to loop the sound while the beam is moving, and stop it when done. |
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| 193 | // This is easiest done manually. |
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| 194 | mShortSound = mApp->mSoundManager->GetSoundInstance(SOUND_BEAM_MOVING); |
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| 195 | |||
| 196 | InitLevel(1); |
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| 197 | } |
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| 198 | |||
| 199 | ////////////////////////////////////////////////////////////////////////// |
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| 200 | ////////////////////////////////////////////////////////////////////////// |
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| 201 | Board::~Board() |
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| 202 | { |
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| 203 | // Frees up the memory allocated to our manual SoundInstance pointer. Required. |
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| 204 | mShortSound->Release(); |
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| 205 | |||
| 206 | for (int i = GRID_HEIGHT; i > 0; --i) |
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| 207 | delete[] mGridState[i - 1]; |
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| 208 | delete[] mGridState; |
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| 209 | |||
| 210 | delete mLevelupEffect; |
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| 211 | delete mGameOverEffect; |
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| 212 | delete mOptionsBtn; |
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| 213 | } |
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| 214 | |||
| 215 | ////////////////////////////////////////////////////////////////////////// |
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| 216 | ////////////////////////////////////////////////////////////////////////// |
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| 217 | void Board::Update() |
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| 218 | { |
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| 219 | // If paused, return and don't markdirty, whcih prevents drawing |
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| 220 | // and the stealing of CPU cycles |
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| 221 | if (mPauseLevel > 0) |
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| 222 | return; |
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| 223 | |||
| 224 | Widget::Update(); |
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| 225 | |||
| 226 | |||
| 227 | // HSL is an alternative to specifying an RGB color format. |
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| 228 | // Using HSL lets us easily do the hyper blinking crazy weird |
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| 229 | // flashing effect commonly found in old games, such as Robotron. |
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| 230 | // Below, we increment the value by 6 per update. The &0xFF is an |
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| 231 | // easy way to clamp the value between 0 and 255 instead of having to |
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| 232 | // do a separate if (mHue > 255) mHue -= 255. This lets the value |
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| 233 | // rollover and keep cycling. |
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| 234 | if (--mFlashCount > 0) |
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| 235 | mBorderHue = (mBorderHue + 6) % 0xFF; |
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| 236 | |||
| 237 | if (mGameOverEffect->IsActive()) |
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| 238 | { |
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| 239 | mGameOverEffect->Update(); |
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| 240 | |||
| 241 | // If the game over effect is in the proper state, we will |
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| 242 | // be able to initialize the first level so that when it fades out, |
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| 243 | // the level will appear underneath it. |
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| 244 | if (mGameOverEffect->CanInitFirstLevel()) |
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| 245 | { |
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| 246 | //Reset the critical variables: |
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| 247 | mBorderHue = 0; |
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| 248 | mFlashCount = 0; |
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| 249 | mLives = 3; |
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| 250 | mLevel = 1; |
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| 251 | mScore = 0; |
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| 252 | mFillDirection = FILL_LEFT; |
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| 253 | mFillSpeed = 20.0f; |
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| 254 | mPlanetSpeed = 1.5f; |
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| 255 | mPopulationEaten = mTotalPopulationEaten = 0; |
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| 256 | mPauseLevel = 0; |
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| 257 | mLineSpeed = 1.0f; |
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| 258 | mPlanetIdxCount.clear(); |
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| 259 | mExportIdxCount.clear(); |
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| 260 | mOptionsBtn->SetVisible(true); |
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| 261 | mApp->mMusicInterface->FadeIn(0); |
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| 262 | InitLevel(1); |
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| 263 | } |
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| 264 | } |
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| 265 | |||
| 266 | // Make the beams that the player emits pulse with intensity |
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| 267 | mBeamPulseVal += mBeamPulseAmt; |
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| 268 | if (mBeamPulseVal >= 255) |
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| 269 | { |
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| 270 | mBeamPulseVal = 255; |
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| 271 | mBeamPulseAmt = -mBeamPulseAmt; |
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| 272 | } |
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| 273 | else if (mBeamPulseVal <= 0) |
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| 274 | { |
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| 275 | mBeamPulseVal = 0; |
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| 276 | mBeamPulseAmt = -mBeamPulseAmt; |
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| 277 | } |
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| 278 | |||
| 279 | MarkDirty(); |
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| 280 | } |
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| 281 | |||
| 282 | ////////////////////////////////////////////////////////////////////////// |
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| 283 | ////////////////////////////////////////////////////////////////////////// |
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| 284 | void Board::UpdateF(float theFrac) |
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| 285 | { |
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| 286 | if (mPauseLevel > 0) |
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| 287 | return; |
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| 288 | |||
| 289 | if (mFilling) |
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| 290 | { |
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| 291 | // If the beams have been released, update the filling of the grid |
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| 292 | float amt = mFillSpeed * theFrac; |
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| 293 | |||
| 294 | if (mFillDirection == FILL_RIGHT) |
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| 295 | FillRight(amt); |
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| 296 | else if (mFillDirection == FILL_LEFT) |
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| 297 | FillLeft(amt); |
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| 298 | else if (mFillDirection == FILL_UP) |
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| 299 | FillUp(amt); |
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| 300 | else if (mFillDirection == FILL_DOWN) |
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| 301 | FillDown(amt); |
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| 302 | |||
| 303 | // Check what % full the filled regions are if it's done filling |
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| 304 | if (!mFilling) |
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| 305 | UpdatePercentComplete(); |
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| 306 | |||
| 307 | } |
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| 308 | |||
| 309 | // Make the bonus text float upwards and fade it out over time. |
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| 310 | std::vector<BonusText>::iterator it = mBonusText.begin(); |
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| 311 | while (it != mBonusText.end()) |
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| 312 | { |
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| 313 | BonusText* bt = &*it; |
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| 314 | bt->mY -= 1.00f * theFrac; |
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| 315 | bt->mHue = (bt->mHue + 5) % 0xFF; |
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| 316 | |||
| 317 | if (--bt->mAlpha <= 0) |
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| 318 | { |
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| 319 | //Totally faded out, remove it |
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| 320 | it = mBonusText.erase(it); |
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| 321 | } |
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| 322 | else |
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| 323 | ++it; |
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| 324 | } |
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| 325 | |||
| 326 | |||
| 327 | // Move the starfield. If a start gets beyond the screen, |
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| 328 | // randomly place it offscreen again |
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| 329 | int i; |
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| 330 | for (i = 0; i < MAX_STARS; i++) |
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| 331 | { |
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| 332 | Star* s = &mStarField[i]; |
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| 333 | s->mX += s->mSpeed; |
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| 334 | if (s->mX > mWidth) |
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| 335 | { |
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| 336 | s->mX = -5; |
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| 337 | s->mY = Rand() % mHeight; |
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| 338 | } |
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| 339 | } |
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| 340 | |||
| 341 | if ((!mMovingLine1.mDone || !mMovingLine2.mDone) && !mGameOverEffect->IsActive()) |
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| 342 | MoveLines(theFrac); |
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| 343 | |||
| 344 | |||
| 345 | // If we're allowed to show the planets and the game isn't paused and the game |
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| 346 | // over effect isn't playing, then we can move the planets around |
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| 347 | if ((!mLevelupEffect->HidePlanets() || (mPauseLevel > 0)) && !mGameOverEffect->IsActive()) |
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| 348 | { |
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| 349 | // Move the planets |
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| 350 | int w = IMAGE_PLANETS->GetCelWidth(); |
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| 351 | int h = IMAGE_PLANETS->GetCelHeight(); |
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| 352 | |||
| 353 | // Instead of playing the explosion sound every time a planet gets destroyed, we'll |
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| 354 | // only play it once. That way, if you destroy more than 1 planet in one go, you won't |
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| 355 | // hear the same sound played multipled times at once, which would result in this loud, |
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| 356 | // hideous, flanging sound. |
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| 357 | bool playSound = false; |
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| 358 | for (int i = 0; i < mPlanets.size(); i++) |
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| 359 | { |
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| 360 | Planet* p = &mPlanets[i]; |
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| 361 | |||
| 362 | // Again, the timer is used solely for incrementing the animation frames |
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| 363 | ++p->mTimer; |
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| 364 | |||
| 365 | if (!p->mExploding) |
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| 366 | { |
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| 367 | if (MovePlanet(p, theFrac)) |
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| 368 | playSound = true; // Returns true if the planet is to explode |
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| 369 | } |
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| 370 | else |
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| 371 | { |
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| 372 | if ((p->mTimer % p->mExplodeSpeed) == 0) |
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| 373 | { |
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| 374 | if (++p->mExplodeFrame >= IMAGE_BOMB_RADIAL_DEATH->mNumCols) |
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| 375 | { |
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| 376 | mPlanets.erase(mPlanets.begin() + i); |
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| 377 | --i; |
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| 378 | } |
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| 379 | } |
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| 380 | } |
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| 381 | } |
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| 382 | |||
| 383 | if (playSound) |
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| 384 | mApp->PlaySample(SOUND_PLANET); |
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| 385 | } |
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| 386 | |||
| 387 | // update and move the particles. When they have reached |
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| 388 | // their last frame, remove them. |
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| 389 | for (i = 0; i < mParticles.size(); i++) |
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| 390 | { |
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| 391 | Particle* p = &mParticles[i]; |
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| 392 | ++p->mTimer; |
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| 393 | |||
| 394 | p->mX += p->mVX * theFrac; |
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| 395 | p->mY += p->mVY * theFrac; |
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| 396 | p->mVY += 0.1f; |
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| 397 | if (p->mTimer % 6 == 0) |
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| 398 | { |
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| 399 | if (++p->mFrame >= IMAGE_PARTICLE_LIGHTNING->mNumCols) |
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| 400 | { |
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| 401 | mParticles.erase(mParticles.begin() + i); |
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| 402 | --i; |
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| 403 | } |
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| 404 | } |
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| 405 | } |
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| 406 | |||
| 407 | if (mLevelupEffect->IsActive()) |
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| 408 | { |
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| 409 | mLevelupEffect->Update(theFrac); |
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| 410 | |||
| 411 | // If the proper state is reached in the level up effect, then we can begin |
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| 412 | // setting up the next level. |
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| 413 | if (mLevelupEffect->StartNextLevel()) |
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| 414 | { |
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| 415 | // Just finished, start the next level |
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| 416 | mOptionsBtn->SetVisible(true); |
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| 417 | InitLevel(mLevel + 1); |
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| 418 | } |
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| 419 | } |
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| 420 | } |
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| 421 | |||
| 422 | ////////////////////////////////////////////////////////////////////////// |
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| 423 | ////////////////////////////////////////////////////////////////////////// |
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| 424 | void Board::FillRight(float amt) |
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| 425 | { |
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| 426 | bool change = true; |
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| 427 | |||
| 428 | // Fill the entire line, moving rightward |
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| 429 | for (int y = mFillRegion.mTop; y <= mFillRegion.mBottom; y++) |
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| 430 | { |
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| 431 | GridTile* gt = &mGridState[y][mFillRegion.mLeft]; |
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| 432 | |||
| 433 | // We only want to fill those pieces that are in the GRID_FILLING state |
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| 434 | if (gt->mFillState == GRID_FILLING) |
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| 435 | { |
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| 436 | // This piece is filling up, expand its width |
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| 437 | gt->mFillRect.mWidth += amt; |
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| 438 | |||
| 439 | // If the width exceeds that of the grid piece, overflow the result |
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| 440 | // into the tile next to it so that the filling appears continuous. |
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| 441 | if (gt->mFillRect.mWidth >= GRID_PIX_SIZE) |
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| 442 | { |
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| 443 | float overflow = gt->mFillRect.mWidth - GRID_PIX_SIZE; |
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| 444 | gt->mFillState = GRID_FILLED; |
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| 445 | |||
| 446 | gt->mFillRect.mWidth = GRID_PIX_SIZE; |
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| 447 | |||
| 448 | //overflow into next column, if the next column is within our |
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| 449 | //fill region and if the piece is in the normal tile state. |
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| 450 | if (mFillRegion.mLeft + 1 <= mFillRegion.mRight) |
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| 451 | if (mGridState[y][mFillRegion.mLeft + 1].mFillState == GRID_NORMAL) |
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| 452 | mGridState[y][mFillRegion.mLeft + 1].mFillRect.mWidth += overflow; |
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| 453 | } |
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| 454 | else |
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| 455 | change = false; |
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| 456 | } |
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| 457 | } |
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| 458 | |||
| 459 | //if "change" is true, then move one column right and begin filling in that column next |
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| 460 | //time this function is called. If there are no more columns to fill, we're done. |
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| 461 | |||
| 462 | if (change && (++mFillRegion.mLeft > mFillRegion.mRight)) |
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| 463 | mFilling = false; |
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| 464 | } |
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| 465 | |||
| 466 | ////////////////////////////////////////////////////////////////////////// |
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| 467 | ////////////////////////////////////////////////////////////////////////// |
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| 468 | void Board::FillLeft(float amt) |
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| 469 | { |
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| 470 | float leftX = GetColPix(mFillRegion.mRight); |
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| 471 | bool change = true; |
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| 472 | |||
| 473 | //This algorithm works just like FillRight except that it's filling |
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| 474 | //from the right side of the grid piece instead of the left, so there's |
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| 475 | //a couple extra calculations. |
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| 476 | |||
| 477 | for (int y = mFillRegion.mTop; y <= mFillRegion.mBottom; y++) |
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| 478 | { |
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| 479 | GridTile* gt = &mGridState[y][mFillRegion.mRight]; |
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| 480 | |||
| 481 | if (gt->mFillState == GRID_FILLING) |
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| 482 | { |
||
| 483 | gt->mFillRect.mWidth += amt; |
||
| 484 | gt->mFillRect.mX -= amt; |
||
| 485 | |||
| 486 | if ((gt->mFillRect.mWidth >= GRID_PIX_SIZE) || (gt->mFillRect.mX < leftX)) |
||
| 487 | { |
||
| 488 | float overflow = gt->mFillRect.mWidth - GRID_PIX_SIZE; |
||
| 489 | gt->mFillState = GRID_FILLED; |
||
| 490 | |||
| 491 | gt->mFillRect.mWidth = GRID_PIX_SIZE; |
||
| 492 | gt->mFillRect.mX = leftX; |
||
| 493 | |||
| 494 | //overflow into next column |
||
| 495 | if (mFillRegion.mRight - 1 >= mFillRegion.mLeft) |
||
| 496 | { |
||
| 497 | if (mGridState[y][mFillRegion.mRight - 1].mFillState == GRID_NORMAL) |
||
| 498 | { |
||
| 499 | mGridState[y][mFillRegion.mRight - 1].mFillRect.mWidth += overflow; |
||
| 500 | mGridState[y][mFillRegion.mRight - 1].mFillRect.mX -= overflow; |
||
| 501 | } |
||
| 502 | } |
||
| 503 | } |
||
| 504 | else |
||
| 505 | change = false; |
||
| 506 | } |
||
| 507 | } |
||
| 508 | |||
| 509 | if (change && (--mFillRegion.mRight < mFillRegion.mLeft)) |
||
| 510 | mFilling = false; |
||
| 511 | } |
||
| 512 | |||
| 513 | ////////////////////////////////////////////////////////////////////////// |
||
| 514 | ////////////////////////////////////////////////////////////////////////// |
||
| 515 | void Board::FillUp(float amt) |
||
| 516 | { |
||
| 517 | bool change = true; |
||
| 518 | float topY = GetRowPix(mFillRegion.mBottom); |
||
| 519 | |||
| 520 | //This algorithm works just like FillRight except that it's filling |
||
| 521 | //from the bottom side of the grid piece instead of the left, so there's |
||
| 522 | //a couple extra calculations. |
||
| 523 | |||
| 524 | for (int x = mFillRegion.mLeft; x <= mFillRegion.mRight; x++) |
||
| 525 | { |
||
| 526 | GridTile* gt = &mGridState[mFillRegion.mBottom][x]; |
||
| 527 | |||
| 528 | if (gt->mFillState == GRID_FILLING) |
||
| 529 | { |
||
| 530 | gt->mFillRect.mHeight += amt; |
||
| 531 | gt->mFillRect.mY -= amt; |
||
| 532 | |||
| 533 | if ((gt->mFillRect.mHeight >= GRID_PIX_SIZE) || (gt->mFillRect.mY < topY)) |
||
| 534 | { |
||
| 535 | float overflow = gt->mFillRect.mHeight - GRID_PIX_SIZE; |
||
| 536 | gt->mFillState = GRID_FILLED; |
||
| 537 | |||
| 538 | gt->mFillRect.mHeight = GRID_PIX_SIZE; |
||
| 539 | gt->mFillRect.mY = topY; |
||
| 540 | |||
| 541 | //overflow into next row |
||
| 542 | if (mFillRegion.mBottom - 1 > mFillRegion.mTop) |
||
| 543 | { |
||
| 544 | if (mGridState[mFillRegion.mBottom - 1][x].mFillState == GRID_NORMAL) |
||
| 545 | { |
||
| 546 | mGridState[mFillRegion.mBottom - 1][x].mFillRect.mHeight += overflow; |
||
| 547 | mGridState[mFillRegion.mBottom - 1][x].mFillRect.mY -= overflow; |
||
| 548 | } |
||
| 549 | } |
||
| 550 | } |
||
| 551 | else |
||
| 552 | change = false; |
||
| 553 | } |
||
| 554 | } |
||
| 555 | |||
| 556 | if (change && (--mFillRegion.mBottom < mFillRegion.mTop)) |
||
| 557 | mFilling = false; |
||
| 558 | } |
||
| 559 | |||
| 560 | ////////////////////////////////////////////////////////////////////////// |
||
| 561 | ////////////////////////////////////////////////////////////////////////// |
||
| 562 | void Board::FillDown(float amt) |
||
| 563 | { |
||
| 564 | bool change = true; |
||
| 565 | |||
| 566 | //This algorithm works just like FillRight except that it's filling |
||
| 567 | //from the top side of the grid piece instead of the left. |
||
| 568 | |||
| 569 | for (int x = mFillRegion.mLeft; x <= mFillRegion.mRight; x++) |
||
| 570 | { |
||
| 571 | GridTile* gt = &mGridState[mFillRegion.mTop][x]; |
||
| 572 | |||
| 573 | if (gt->mFillState == GRID_FILLING) |
||
| 574 | { |
||
| 575 | gt->mFillRect.mHeight += amt; |
||
| 576 | |||
| 577 | if (gt->mFillRect.mHeight >= GRID_PIX_SIZE) |
||
| 578 | { |
||
| 579 | float overflow = gt->mFillRect.mHeight - GRID_PIX_SIZE; |
||
| 580 | gt->mFillState = GRID_FILLED; |
||
| 581 | |||
| 582 | gt->mFillRect.mHeight = GRID_PIX_SIZE; |
||
| 583 | |||
| 584 | //overflow into next row |
||
| 585 | if (mFillRegion.mTop + 1 <= mFillRegion.mBottom) |
||
| 586 | if (mGridState[mFillRegion.mTop + 1][x].mFillState == GRID_NORMAL) |
||
| 587 | mGridState[mFillRegion.mTop + 1][x].mFillRect.mHeight += overflow; |
||
| 588 | } |
||
| 589 | else |
||
| 590 | change = false; |
||
| 591 | } |
||
| 592 | } |
||
| 593 | |||
| 594 | if (change && (++mFillRegion.mTop > mFillRegion.mBottom)) |
||
| 595 | mFilling = false; |
||
| 596 | } |
||
| 597 | |||
| 598 | ////////////////////////////////////////////////////////////////////////// |
||
| 599 | ////////////////////////////////////////////////////////////////////////// |
||
| 600 | void Board::MoveLines(float theFrac) |
||
| 601 | { |
||
| 602 | |||
| 603 | // Move the lines, differently depending on if they are oriented verticall |
||
| 604 | // or horizontally. When a line reaches its target, it is done, and planets |
||
| 605 | // can bounce off of it. When both lines are done, we will calculate the region |
||
| 606 | // to fill. |
||
| 607 | |||
| 608 | int numDone = 0; |
||
| 609 | if (!mMovingLine1.mDone) |
||
| 610 | { |
||
| 611 | float amt = -mLineSpeed * theFrac; |
||
| 612 | |||
| 613 | if (mMovingLine1.mIsVertical) |
||
| 614 | { |
||
| 615 | mMovingLine1.mY += amt; |
||
| 616 | mMovingLine1.mHeight += fabsf(amt); |
||
| 617 | |||
| 618 | if (mMovingLine1.mY <= mMovingLine1.mTargetY) |
||
| 619 | { |
||
| 620 | mMovingLine1.mY = mMovingLine1.mTargetY; |
||
| 621 | mMovingLine1.mDone = true; |
||
| 622 | ++numDone; |
||
| 623 | } |
||
| 624 | } |
||
| 625 | else |
||
| 626 | { |
||
| 627 | mMovingLine1.mX += amt; |
||
| 628 | mMovingLine1.mWidth += fabsf(amt); |
||
| 629 | |||
| 630 | if (mMovingLine1.mX <= mMovingLine1.mTargetX) |
||
| 631 | { |
||
| 632 | mMovingLine1.mX = mMovingLine1.mTargetX; |
||
| 633 | mMovingLine1.mDone = true; |
||
| 634 | ++numDone; |
||
| 635 | } |
||
| 636 | } |
||
| 637 | } |
||
| 638 | |||
| 639 | if (!mMovingLine2.mDone) |
||
| 640 | { |
||
| 641 | float amt = mLineSpeed * theFrac; |
||
| 642 | |||
| 643 | if (mMovingLine2.mIsVertical) |
||
| 644 | { |
||
| 645 | mMovingLine2.mHeight += amt; |
||
| 646 | |||
| 647 | if (mMovingLine2.mY + mMovingLine2.mHeight >= mMovingLine2.mTargetY) |
||
| 648 | { |
||
| 649 | mMovingLine2.mHeight = mMovingLine2.mTargetY - mMovingLine2.mY; |
||
| 650 | mMovingLine2.mDone = true; |
||
| 651 | ++numDone; |
||
| 652 | } |
||
| 653 | } |
||
| 654 | else |
||
| 655 | { |
||
| 656 | mMovingLine2.mWidth += amt; |
||
| 657 | |||
| 658 | if (mMovingLine2.mX + mMovingLine2.mWidth >= mMovingLine2.mTargetX) |
||
| 659 | { |
||
| 660 | mMovingLine2.mWidth = mMovingLine2.mTargetX - mMovingLine2.mX; |
||
| 661 | mMovingLine2.mDone = true; |
||
| 662 | ++numDone; |
||
| 663 | } |
||
| 664 | } |
||
| 665 | } |
||
| 666 | |||
| 667 | // While at least one of the lines is still moving, make a bunch of sparks shower off |
||
| 668 | // the edge of them. In non-3d mode, we'll only emit half the sparks to reduce the CPU time consumed. |
||
| 669 | if (!mMovingLine2.mDone || !mMovingLine1.mDone) |
||
| 670 | { |
||
| 671 | int modVal = gSexyAppBase->Is3DAccelerated() ? 2 : 4; |
||
| 672 | if (mUpdateCnt % modVal == 0) |
||
| 673 | EmitSparks(); |
||
| 674 | } |
||
| 675 | |||
| 676 | // If both are done at the same time, or both are done but perhaps one completed earlier than the other, |
||
| 677 | // then it's time to compute the fill region. |
||
| 678 | if ((numDone == 2) || ((numDone == 1) && mMovingLine1.mDone && mMovingLine2.mDone)) |
||
| 679 | { |
||
| 680 | mFilling = true; |
||
| 681 | |||
| 682 | CalculateFillRegions(); |
||
| 683 | } |
||
| 684 | |||
| 685 | // Quit playing the electrical shorting out sound when both lines are broken or |
||
| 686 | // done or any combination of the two. |
||
| 687 | if ((mMovingLine1.mDone && mMovingLine2.mDone) || |
||
| 688 | (mMovingLine1.mBroken && mMovingLine2.mDone) || |
||
| 689 | (mMovingLine2.mBroken && mMovingLine1.mDone)) |
||
| 690 | mShortSound->Stop(); |
||
| 691 | } |
||
| 692 | |||
| 693 | ////////////////////////////////////////////////////////////////////////// |
||
| 694 | ////////////////////////////////////////////////////////////////////////// |
||
| 695 | void Board::Draw(Graphics* g) |
||
| 696 | { |
||
| 697 | g->SetColor(Color::Black); |
||
| 698 | g->FillRect(0, 0, mWidth, mHeight); |
||
| 699 | |||
| 700 | int incAmt = gSexyAppBase->Is3DAccelerated() ? 1 : 2; |
||
| 701 | |||
| 702 | // Draw less starts if not in 3D mode to reduce CPU usage, since they aren't a critical feature |
||
| 703 | for (int i = 0; i < MAX_STARS; i += incAmt) |
||
| 704 | { |
||
| 705 | Star* s = &mStarField[i]; |
||
| 706 | g->SetColor(s->mColor); |
||
| 707 | g->FillRect(s->mX, s->mY, 1, 1); |
||
| 708 | } |
||
| 709 | |||
| 710 | // We don't draw the other game elements under certain conditions, like |
||
| 711 | // if the level up and game over effects are in a few particular states. |
||
| 712 | if (!mLevelupEffect->HideBoard() && !mGameOverEffect->HideBoard()) |
||
| 713 | { |
||
| 714 | DrawGrid(g); |
||
| 715 | DrawUI(g); |
||
| 716 | |||
| 717 | // To prevent cheating, don't draw planets if the game is paused. |
||
| 718 | // Also don't show them during certain points of the level up effect |
||
| 719 | if (!mLevelupEffect->HidePlanets() || (mPauseLevel > 0)) |
||
| 720 | DrawPlanets(g); |
||
| 721 | |||
| 722 | if (!mGameOverEffect->IsActive()) |
||
| 723 | DrawMovingBeams(g); |
||
| 724 | |||
| 725 | DrawHungarr(g); |
||
| 726 | } |
||
| 727 | |||
| 728 | if (mLevelupEffect->IsActive()) |
||
| 729 | mLevelupEffect->Draw(g); |
||
| 730 | |||
| 731 | if (mGameOverEffect->IsActive()) |
||
| 732 | mGameOverEffect->Draw(g); |
||
| 733 | |||
| 734 | if (mPauseLevel > 0) |
||
| 735 | { |
||
| 736 | // Paused: draw an overlay |
||
| 737 | g->SetColor(Color(0, 0, 0, 128)); |
||
| 738 | g->FillRect(0, 0, mWidth, mHeight); |
||
| 739 | g->SetColor(Color::White); |
||
| 740 | g->SetFont(FONT_HUNGARR); |
||
| 741 | g->DrawString(_S("PAUSED"), mWidth / 2 - FONT_HUNGARR->StringWidth(_S("PAUSED")) / 2, mHeight / 2); |
||
| 742 | } |
||
| 743 | } |
||
| 744 | |||
| 745 | ////////////////////////////////////////////////////////////////////////// |
||
| 746 | ////////////////////////////////////////////////////////////////////////// |
||
| 747 | void Board::DrawGrid(Graphics* g) |
||
| 748 | { |
||
| 749 | // Draw an outline around the whole grid region. See LevelUpEffect.cpp or |
||
| 750 | // GameOverEffect.cpp for full details on using HSL instead of RGB for color and |
||
| 751 | // why it's useful. |
||
| 752 | if (mFlashCount > 0) |
||
| 753 | g->SetColor(mApp->HSLToRGB(mBorderHue, 255, 128) & 0xFFFFFFFF); |
||
| 754 | else |
||
| 755 | g->SetColor(Color(255, 0, 0, 64)); |
||
| 756 | |||
| 757 | // grid outline: |
||
| 758 | g->FillRect(0, GRID_START_Y, GRID_START_X, mHeight - GRID_START_Y); |
||
| 759 | g->FillRect(0, GRID_START_Y - GRID_PIX_SIZE, mWidth, GRID_PIX_SIZE); |
||
| 760 | g->FillRect(GRID_END_X, GRID_START_Y, mWidth - GRID_END_X, mHeight - GRID_START_Y); |
||
| 761 | g->FillRect(GRID_START_X, GRID_END_Y, GRID_END_X - GRID_START_X, mHeight - GRID_END_Y); |
||
| 762 | |||
| 763 | |||
| 764 | // To make a weird pattern, a few of the grid pieces will be more brightly |
||
| 765 | // colored than the others, if they are in the normal state. |
||
| 766 | bool startBright = true; |
||
| 767 | for (int y = 0; y < GRID_HEIGHT; y++) |
||
| 768 | { |
||
| 769 | int drawY = GetRowPix(y); |
||
| 770 | |||
| 771 | for (int x = 0; x < GRID_WIDTH; x++) |
||
| 772 | { |
||
| 773 | int drawX = GetColPix(x); |
||
| 774 | int state = mGridState[y][x].mFillState; |
||
| 775 | if (state == GRID_FILLING) |
||
| 776 | { |
||
| 777 | // The grid piece is in the process of filling up. Draw a different colored rectangle for the |
||
| 778 | // filled in part, and then draw the rest normally. |
||
| 779 | FRect* fr = &mGridState[y][x].mFillRect; |
||
| 780 | Rect normalRect; |
||
| 781 | |||
| 782 | if (mFillDirection == FILL_RIGHT) |
||
| 783 | normalRect = Rect(fr->mX + fr->mWidth, drawY, GRID_PIX_SIZE - fr->mWidth + 1, GRID_PIX_SIZE); |
||
| 784 | else if (mFillDirection == FILL_LEFT) |
||
| 785 | normalRect = Rect(drawX, drawY, GRID_PIX_SIZE - fr->mWidth, GRID_PIX_SIZE); |
||
| 786 | else if (mFillDirection == FILL_UP) |
||
| 787 | normalRect = Rect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE - fr->mHeight); |
||
| 788 | else |
||
| 789 | normalRect = Rect(drawX, fr->mY + fr->mHeight, GRID_PIX_SIZE, GRID_PIX_SIZE - fr->mHeight + 1); |
||
| 790 | |||
| 791 | |||
| 792 | if ((normalRect.mWidth > 0) && (normalRect.mHeight > 0)) |
||
| 793 | { |
||
| 794 | g->SetColor(Color(255, 255, 0, startBright && (x % 2 == 0) ? 128 : 64)); |
||
| 795 | g->FillRect(normalRect); |
||
| 796 | g->SetColor(Color(0, 0, 0)); |
||
| 797 | g->DrawRect(normalRect); |
||
| 798 | } |
||
| 799 | |||
| 800 | g->SetColor(Color(255, 255, 0, 100)); |
||
| 801 | FillRectF(g, *fr); |
||
| 802 | } |
||
| 803 | else if (state == GRID_NORMAL) |
||
| 804 | { |
||
| 805 | // Just draw the grid piece normally, with a black outline around it. |
||
| 806 | |||
| 807 | g->SetColor(Color(255, 255, 0, startBright && (x % 3 == 0) ? 64 : 32)); |
||
| 808 | g->FillRect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE); |
||
| 809 | g->SetColor(Color(0, 0, 0)); |
||
| 810 | g->DrawRect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE); |
||
| 811 | } |
||
| 812 | else |
||
| 813 | { |
||
| 814 | // The piece is completely filled in, just fill the whole rectangle |
||
| 815 | g->SetColor(Color(255, 255, 0, 100)); |
||
| 816 | FillRectF(g, mGridState[y][x].mFillRect); |
||
| 817 | } |
||
| 818 | } |
||
| 819 | |||
| 820 | startBright = !startBright; |
||
| 821 | } |
||
| 822 | } |
||
| 823 | |||
| 824 | ////////////////////////////////////////////////////////////////////////// |
||
| 825 | ////////////////////////////////////////////////////////////////////////// |
||
| 826 | void Board::DrawUI(Graphics* g) |
||
| 827 | { |
||
| 828 | int ascent = FONT_HUNGARR->GetAscent(); |
||
| 829 | int height = FONT_HUNGARR->GetHeight(); |
||
| 830 | |||
| 831 | g->SetFont(FONT_HUNGARR); |
||
| 832 | SexyString s; |
||
| 833 | int rightX = FONT_HUNGARR->StringWidth(_S("POPULATION CONSUMED: ")) + 5; |
||
| 834 | |||
| 835 | int strWidth; |
||
| 836 | s = _S("WORLDS DEVOURED: "); |
||
| 837 | strWidth = FONT_HUNGARR->StringWidth(s); |
||
| 838 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 839 | g->DrawString(s, rightX - strWidth, ascent); |
||
| 840 | g->SetColor(Color(255, 0, 0, 200)); |
||
| 841 | g->DrawString(StrFormat(_S("%d"), mNumPlanetsEaten), rightX - 5, ascent); |
||
| 842 | |||
| 843 | s = _S("POPULATION CONSUMED: "); |
||
| 844 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 845 | g->DrawString(s, 5, height * 2); |
||
| 846 | g->SetColor(Color(255, 0, 0, 200)); |
||
| 847 | g->DrawString(CommaSeperate(mPopulationEaten), rightX - 5, height * 2); |
||
| 848 | |||
| 849 | s = _S("SCORE: "); |
||
| 850 | strWidth = FONT_HUNGARR->StringWidth(s); |
||
| 851 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 852 | g->DrawString(s, rightX - strWidth, height * 3); |
||
| 853 | g->SetColor(Color(255, 255, 0, 200)); |
||
| 854 | g->DrawString(StrFormat(_S("%s"), CommaSeperate(mScore).c_str()), rightX - 5, height * 3); |
||
| 855 | |||
| 856 | |||
| 857 | |||
| 858 | int x = 380; |
||
| 859 | s = _S("SYSTEMS SUBJUGATED: "); |
||
| 860 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 861 | g->DrawString(s, x, ascent); |
||
| 862 | g->SetColor(Color(255, 0, 0, 200)); |
||
| 863 | g->DrawString(StrFormat(_S("%d%%"), mPercentComplete), x + FONT_HUNGARR->StringWidth(s), ascent); |
||
| 864 | |||
| 865 | s = _S("LIVES: "); |
||
| 866 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 867 | g->DrawString(s, x, height * 2); |
||
| 868 | strWidth = FONT_HUNGARR->StringWidth(s); |
||
| 869 | g->DrawImage(IMAGE_HUNGARR_SMALL, strWidth + x, ascent); |
||
| 870 | g->SetColor(Color(255, 0, 0, 200)); |
||
| 871 | g->DrawString(StrFormat(_S("x%d"), mLives), x + 10 + strWidth + IMAGE_HUNGARR_SMALL->GetWidth(), height * 2); |
||
| 872 | |||
| 873 | s = _S("LEVEL: "); |
||
| 874 | g->SetColor(Color(255, 255, 255, 128)); |
||
| 875 | g->DrawString(s, x, height * 3); |
||
| 876 | g->SetColor(Color(255, 255, 0, 200)); |
||
| 877 | g->DrawString(StrFormat(_S("%d"), mLevel), x + FONT_HUNGARR->StringWidth(s), height * 3); |
||
| 878 | |||
| 879 | for (int i = 0; i < mBonusText.size(); i++) |
||
| 880 | { |
||
| 881 | BonusText* bt = &mBonusText[i]; |
||
| 882 | g->SetColor( (mApp->HSLToRGB(bt->mHue, 255, 128) & 0xFFFFFF) | (bt->mAlpha << 24) ); |
||
| 883 | g->DrawString(bt->mText, bt->mX, bt->mY); |
||
| 884 | } |
||
| 885 | } |
||
| 886 | |||
| 887 | ////////////////////////////////////////////////////////////////////////// |
||
| 888 | ////////////////////////////////////////////////////////////////////////// |
||
| 889 | void Board::Beam1DrawHelper(Graphics* g) |
||
| 890 | { |
||
| 891 | // In 3D mode we'll use the DrawImageF versions since they look nicer and |
||
| 892 | // perform anti-aliasing, and make floating point movement appear smoother. |
||
| 893 | // Since they are more taxing, we'll use the default integer routines if hardware |
||
| 894 | // mode is not available. |
||
| 895 | |||
| 896 | // The offsets you see were taken from the actual image itself. You'll notice |
||
| 897 | // that the image has a lot of blank space around the actual beam, so we move things |
||
| 898 | // around a bit to get a nice aligned look. You'd either just play around with these |
||
| 899 | // numbers till it looked right, or your artist would inform you. |
||
| 900 | if (mMovingLine1.mIsVertical) |
||
| 901 | { |
||
| 902 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 903 | { |
||
| 904 | g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mMovingLine1.mX - 8, mMovingLine1.mY, |
||
| 905 | Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), mMovingLine1.mHeight)); |
||
| 906 | } |
||
| 907 | else |
||
| 908 | { |
||
| 909 | g->DrawImage(IMAGE_HUNGARR_BEAM_UP, mMovingLine1.mX - 8, mMovingLine1.mY, |
||
| 910 | Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), mMovingLine1.mHeight)); |
||
| 911 | } |
||
| 912 | } |
||
| 913 | else |
||
| 914 | { |
||
| 915 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 916 | { |
||
| 917 | g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mMovingLine1.mX, mMovingLine1.mY - 8, |
||
| 918 | Rect(0, 0, mMovingLine1.mWidth, IMAGE_HUNGARR_BEAM_LEFT->GetHeight())); |
||
| 919 | } |
||
| 920 | else |
||
| 921 | { |
||
| 922 | g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mMovingLine1.mX, mMovingLine1.mY - 8, |
||
| 923 | Rect(0, 0, mMovingLine1.mWidth, IMAGE_HUNGARR_BEAM_LEFT->GetHeight())); |
||
| 924 | } |
||
| 925 | } |
||
| 926 | } |
||
| 927 | |||
| 928 | ////////////////////////////////////////////////////////////////////////// |
||
| 929 | ////////////////////////////////////////////////////////////////////////// |
||
| 930 | void Board::Beam2DrawHelper(Graphics* g) |
||
| 931 | { |
||
| 932 | // In 3D mode we'll use the DrawImageF versions since they look nicer and |
||
| 933 | // perform anti-aliasing, and make floating point movement appear smoother. |
||
| 934 | // Since they are more taxing, we'll use the default integer routines if hardware |
||
| 935 | // mode is not available. |
||
| 936 | |||
| 937 | // The offsets you see were taken from the actual image itself. You'll notice |
||
| 938 | // that the image has a lot of blank space around the actual beam, so we move things |
||
| 939 | // around a bit to get a nice aligned look. You'd either just play around with these |
||
| 940 | // numbers till it looked right, or your artist would inform you. |
||
| 941 | |||
| 942 | if (mMovingLine2.mIsVertical) |
||
| 943 | { |
||
| 944 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 945 | { |
||
| 946 | g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mMovingLine2.mX - 8, mMovingLine2.mY - 1, |
||
| 947 | Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - mMovingLine2.mHeight, |
||
| 948 | IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), mMovingLine2.mHeight)); |
||
| 949 | } |
||
| 950 | else |
||
| 951 | { |
||
| 952 | g->DrawImage(IMAGE_HUNGARR_BEAM_DOWN, mMovingLine2.mX - 8, mMovingLine2.mY - 1, |
||
| 953 | Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - mMovingLine2.mHeight, |
||
| 954 | IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), mMovingLine2.mHeight)); |
||
| 955 | } |
||
| 956 | } |
||
| 957 | else |
||
| 958 | { |
||
| 959 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 960 | { |
||
| 961 | g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, mMovingLine2.mX - 1, mMovingLine2.mY - 8, |
||
| 962 | Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - mMovingLine2.mWidth, 0, |
||
| 963 | mMovingLine2.mWidth, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight())); |
||
| 964 | } |
||
| 965 | else |
||
| 966 | { |
||
| 967 | g->DrawImage(IMAGE_HUNGARR_BEAM_RIGHT, mMovingLine2.mX - 1, mMovingLine2.mY - 8, |
||
| 968 | Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - mMovingLine2.mWidth, 0, |
||
| 969 | mMovingLine2.mWidth, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight())); |
||
| 970 | } |
||
| 971 | } |
||
| 972 | } |
||
| 973 | |||
| 974 | ////////////////////////////////////////////////////////////////////////// |
||
| 975 | ////////////////////////////////////////////////////////////////////////// |
||
| 976 | void Board::DrawMovingBeams(Graphics* g) |
||
| 977 | { |
||
| 978 | // If the beams are moving, then draw them. Make them pulse too. You make a |
||
| 979 | // pulsing effect like we did in the previous demos: draw the image a second time on |
||
| 980 | // top of the original additively, and colorize the image, setting the RGB values to |
||
| 981 | // a different intensity. The result is an image that gets brighter and dimmer over time. |
||
| 982 | if (!mMovingLine1.mBroken && (!mMovingLine1.mDone || mFilling || !mMovingLine2.mDone)) |
||
| 983 | { |
||
| 984 | Beam1DrawHelper(g); |
||
| 985 | |||
| 986 | if (!mMovingLine1.mDone) |
||
| 987 | { |
||
| 988 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 989 | g->SetColorizeImages(true); |
||
| 990 | g->SetColor(Color(mBeamPulseVal, mBeamPulseVal, mBeamPulseVal)); |
||
| 991 | Beam1DrawHelper(g); |
||
| 992 | g->SetColorizeImages(false); |
||
| 993 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 994 | } |
||
| 995 | |||
| 996 | } |
||
| 997 | |||
| 998 | if (!mMovingLine2.mDone || mFilling || !mMovingLine1.mDone) |
||
| 999 | { |
||
| 1000 | Beam2DrawHelper(g); |
||
| 1001 | |||
| 1002 | if (!mMovingLine2.mDone) |
||
| 1003 | { |
||
| 1004 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1005 | g->SetColorizeImages(true); |
||
| 1006 | g->SetColor(Color(mBeamPulseVal, mBeamPulseVal, mBeamPulseVal)); |
||
| 1007 | Beam2DrawHelper(g); |
||
| 1008 | g->SetColorizeImages(false); |
||
| 1009 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1010 | } |
||
| 1011 | } |
||
| 1012 | |||
| 1013 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1014 | for (int i = 0; i < mParticles.size(); i++) |
||
| 1015 | { |
||
| 1016 | Particle* p = &mParticles[i]; |
||
| 1017 | g->DrawImageCel(IMAGE_PARTICLE_LIGHTNING, p->mX, p->mY, p->mFrame); |
||
| 1018 | } |
||
| 1019 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1020 | } |
||
| 1021 | |||
| 1022 | ////////////////////////////////////////////////////////////////////////// |
||
| 1023 | ////////////////////////////////////////////////////////////////////////// |
||
| 1024 | void Board::DrawPlanets(Graphics* g) |
||
| 1025 | { |
||
| 1026 | // If the user has 3d, we'll rotate the planets using the floating point |
||
| 1027 | // smooth rotation function. If they don't, we'll avoid rotating at all to |
||
| 1028 | // save on CPU cycles and keep the framerate up. |
||
| 1029 | int w = IMAGE_PLANETS->GetCelWidth(); |
||
| 1030 | int h = IMAGE_PLANETS->GetCelHeight(); |
||
| 1031 | for (int i = 0; i < mPlanets.size(); i++) |
||
| 1032 | { |
||
| 1033 | Planet* p = &mPlanets[i]; |
||
| 1034 | if (p->mExploding) |
||
| 1035 | { |
||
| 1036 | g->DrawImageCel(IMAGE_BOMB_RADIAL_DEATH, |
||
| 1037 | p->mX - (IMAGE_BOMB_RADIAL_DEATH->GetCelWidth() / 2 + w / 2), |
||
| 1038 | p->mY - (IMAGE_BOMB_RADIAL_DEATH->GetCelHeight() / 2 + h / 2), |
||
| 1039 | p->mExplodeFrame); |
||
| 1040 | } |
||
| 1041 | else |
||
| 1042 | { |
||
| 1043 | Rect r = Rect(p->mImgCol * w, 0, w, IMAGE_PLANETS->GetCelHeight()); |
||
| 1044 | |||
| 1045 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 1046 | g->DrawImageRotatedF(IMAGE_PLANETS, p->mX, p->mY, p->mRotationAngle, &r); |
||
| 1047 | else |
||
| 1048 | g->DrawImage(IMAGE_PLANETS, p->mX, p->mY, r); |
||
| 1049 | } |
||
| 1050 | } |
||
| 1051 | } |
||
| 1052 | |||
| 1053 | ////////////////////////////////////////////////////////////////////////// |
||
| 1054 | ////////////////////////////////////////////////////////////////////////// |
||
| 1055 | void Board::DrawHungarrVertBeamsHelper(Graphics* g) |
||
| 1056 | { |
||
| 1057 | // This draws the two little static beams that are always attached to |
||
| 1058 | // Hun-garr's bitmap. If the user has hardware acceleration, we'll |
||
| 1059 | // draw the beams pulsating. If not, we'll skip it since it's time consuming |
||
| 1060 | // and doesn't hurt the game any. It'd be worse to drop the framrate by a few FPS |
||
| 1061 | // for this effect. |
||
| 1062 | |||
| 1063 | int h = IMAGE_HUNGARR_VERT->GetHeight() / 2; |
||
| 1064 | |||
| 1065 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 1066 | { |
||
| 1067 | g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mLine1X, mLine1Y, |
||
| 1068 | Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h)); |
||
| 1069 | |||
| 1070 | g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mLine2X, mLine2Y, |
||
| 1071 | Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h)); |
||
| 1072 | |||
| 1073 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1074 | g->SetColorizeImages(true); |
||
| 1075 | |||
| 1076 | g->SetColor(Color(255, 255, 255, mBeamPulseVal)); |
||
| 1077 | g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mLine1X, mLine1Y, |
||
| 1078 | Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h)); |
||
| 1079 | |||
| 1080 | g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mLine2X, mLine2Y, |
||
| 1081 | Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h)); |
||
| 1082 | |||
| 1083 | |||
| 1084 | g->SetColorizeImages(false); |
||
| 1085 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1086 | } |
||
| 1087 | else |
||
| 1088 | { |
||
| 1089 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1090 | g->DrawImage(IMAGE_HUNGARR_BEAM_UP, mLine1X, mLine1Y, |
||
| 1091 | Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h)); |
||
| 1092 | |||
| 1093 | g->DrawImage(IMAGE_HUNGARR_BEAM_DOWN, mLine2X, mLine2Y, |
||
| 1094 | Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h)); |
||
| 1095 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1096 | } |
||
| 1097 | } |
||
| 1098 | |||
| 1099 | ////////////////////////////////////////////////////////////////////////// |
||
| 1100 | ////////////////////////////////////////////////////////////////////////// |
||
| 1101 | void Board::DrawHungarrHorizBeamsHelper(Graphics* g) |
||
| 1102 | { |
||
| 1103 | // This draws the two little static beams that are always attached to |
||
| 1104 | // Hun-garr's bitmap. If the user has hardware acceleration, we'll |
||
| 1105 | // draw the beams pulsating. If not, we'll skip it since it's time consuming |
||
| 1106 | // and doesn't hurt the game any. It'd be worse to drop the framrate by a few FPS |
||
| 1107 | // for this effect. |
||
| 1108 | |||
| 1109 | int w = IMAGE_HUNGARR_HORIZ->GetWidth() / 2; |
||
| 1110 | |||
| 1111 | if (gSexyAppBase->Is3DAccelerated()) |
||
| 1112 | { |
||
| 1113 | g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mLine1X, mLine1Y, |
||
| 1114 | Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight())); |
||
| 1115 | |||
| 1116 | g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, mLine2X, mLine2Y, |
||
| 1117 | Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight())); |
||
| 1118 | |||
| 1119 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1120 | g->SetColorizeImages(true); |
||
| 1121 | |||
| 1122 | g->SetColor(Color(255, 255, 255, mBeamPulseVal)); |
||
| 1123 | g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mLine1X, mLine1Y, |
||
| 1124 | Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight())); |
||
| 1125 | |||
| 1126 | g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, mLine2X, mLine2Y, |
||
| 1127 | Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight())); |
||
| 1128 | |||
| 1129 | g->SetColorizeImages(false); |
||
| 1130 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1131 | } |
||
| 1132 | else |
||
| 1133 | { |
||
| 1134 | g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE); |
||
| 1135 | |||
| 1136 | g->DrawImage(IMAGE_HUNGARR_BEAM_LEFT, mLine1X, mLine1Y, |
||
| 1137 | Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight())); |
||
| 1138 | |||
| 1139 | g->DrawImage(IMAGE_HUNGARR_BEAM_RIGHT, mLine2X, mLine2Y, |
||
| 1140 | Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight())); |
||
| 1141 | |||
| 1142 | g->SetDrawMode(Graphics::DRAWMODE_NORMAL); |
||
| 1143 | } |
||
| 1144 | } |
||
| 1145 | |||
| 1146 | ////////////////////////////////////////////////////////////////////////// |
||
| 1147 | ////////////////////////////////////////////////////////////////////////// |
||
| 1148 | void Board::DrawHungarr(Graphics* g) |
||
| 1149 | { |
||
| 1150 | // again, we use the floating point functions instead of the integer ones |
||
| 1151 | // if the user has a 3d card. |
||
| 1152 | |||
| 1153 | bool is3d = gSexyAppBase->Is3DAccelerated(); |
||
| 1154 | |||
| 1155 | if (mHungarrIsVertical) |
||
| 1156 | { |
||
| 1157 | DrawHungarrVertBeamsHelper(g); |
||
| 1158 | |||
| 1159 | if (is3d) |
||
| 1160 | g->DrawImageF(IMAGE_HUNGARR_VERT, mHungarrX, mHungarrY); |
||
| 1161 | else |
||
| 1162 | g->DrawImage(IMAGE_HUNGARR_VERT, mHungarrX, mHungarrY); |
||
| 1163 | } |
||
| 1164 | else |
||
| 1165 | { |
||
| 1166 | DrawHungarrHorizBeamsHelper(g); |
||
| 1167 | |||
| 1168 | if (is3d) |
||
| 1169 | g->DrawImageF(IMAGE_HUNGARR_HORIZ, mHungarrX, mHungarrY); |
||
| 1170 | else |
||
| 1171 | g->DrawImage(IMAGE_HUNGARR_HORIZ, mHungarrX, mHungarrY); |
||
| 1172 | } |
||
| 1173 | } |
||
| 1174 | |||
| 1175 | ////////////////////////////////////////////////////////////////////////// |
||
| 1176 | ////////////////////////////////////////////////////////////////////////// |
||
| 1177 | void Board::AddedToManager(WidgetManager* theWidgetManager) |
||
| 1178 | { |
||
| 1179 | Widget::AddedToManager(theWidgetManager); |
||
| 1180 | |||
| 1181 | |||
| 1182 | mOptionsBtn = new ButtonWidget(1, this); |
||
| 1183 | mOptionsBtn->SetFont(FONT_DEFAULT); |
||
| 1184 | mOptionsBtn->mLabel = _S("Options"); |
||
| 1185 | mOptionsBtn->SetColor(ButtonWidget::COLOR_LABEL, Color::White); |
||
| 1186 | mOptionsBtn->SetColor(ButtonWidget::COLOR_LABEL_HILITE, Color::White); |
||
| 1187 | |||
| 1188 | mOptionsBtn->mOverImage = IMAGE_BUTTON_OVER; |
||
| 1189 | mOptionsBtn->mDownImage = IMAGE_BUTTON_DOWN; |
||
| 1190 | mOptionsBtn->mButtonImage = IMAGE_BUTTON_NORMAL; |
||
| 1191 | mOptionsBtn->mDoFinger = true; |
||
| 1192 | mOptionsBtn->Resize(gSexyAppBase->mWidth - IMAGE_BUTTON_NORMAL->GetWidth() - 10, FONT_HUNGARR->GetHeight() * 3 - 20, |
||
| 1193 | IMAGE_BUTTON_NORMAL->GetWidth(), IMAGE_BUTTON_NORMAL->GetHeight()); |
||
| 1194 | |||
| 1195 | theWidgetManager->AddWidget(mOptionsBtn); |
||
| 1196 | } |
||
| 1197 | |||
| 1198 | ////////////////////////////////////////////////////////////////////////// |
||
| 1199 | ////////////////////////////////////////////////////////////////////////// |
||
| 1200 | void Board::RemovedFromManager(WidgetManager* theWidgetManager) |
||
| 1201 | { |
||
| 1202 | Widget::RemovedFromManager(theWidgetManager); |
||
| 1203 | |||
| 1204 | theWidgetManager->RemoveWidget(mOptionsBtn); |
||
| 1205 | } |
||
| 1206 | |||
| 1207 | ////////////////////////////////////////////////////////////////////////// |
||
| 1208 | ////////////////////////////////////////////////////////////////////////// |
||
| 1209 | void Board::ButtonDepress(int theId) |
||
| 1210 | { |
||
| 1211 | // Play a sound whenever the options button is depressed/sad. |
||
| 1212 | if (theId == mOptionsBtn->mId) |
||
| 1213 | { |
||
| 1214 | // Stop the shorting sound if it's playing, otherwise it's annoying |
||
| 1215 | mShortSound->Stop(); |
||
| 1216 | |||
| 1217 | mApp->PlaySample(SOUND_BUTTON); |
||
| 1218 | Pause(true); |
||
| 1219 | OptionsDialog* od = new OptionsDialog(this); |
||
| 1220 | od->Resize(mWidth / 2 - 200, mHeight / 2 - 175, 400, 350); |
||
| 1221 | mApp->AddDialog(OptionsDialog::DIALOG_ID, od); |
||
| 1222 | } |
||
| 1223 | } |
||
| 1224 | |||
| 1225 | ////////////////////////////////////////////////////////////////////////// |
||
| 1226 | ////////////////////////////////////////////////////////////////////////// |
||
| 1227 | void Board::MouseMove(int x, int y) |
||
| 1228 | { |
||
| 1229 | UpdateHungarrPosition(x, y); |
||
| 1230 | } |
||
| 1231 | |||
| 1232 | ////////////////////////////////////////////////////////////////////////// |
||
| 1233 | ////////////////////////////////////////////////////////////////////////// |
||
| 1234 | void Board::MouseDrag(int x, int y) |
||
| 1235 | { |
||
| 1236 | UpdateHungarrPosition(x, y); |
||
| 1237 | } |
||
| 1238 | |||
| 1239 | ////////////////////////////////////////////////////////////////////////// |
||
| 1240 | ////////////////////////////////////////////////////////////////////////// |
||
| 1241 | void Board::MouseDown(int x, int y, int theClickCount) |
||
| 1242 | { |
||
| 1243 | // if the level up effect is displaying stats, or the game over effect is too, |
||
| 1244 | // and the user clicked, then start the next phase |
||
| 1245 | if (mLevelupEffect->ShowingStats()) |
||
| 1246 | mLevelupEffect->DoneViewingStats(); |
||
| 1247 | |||
| 1248 | if (mGameOverEffect->CanStartNewGame()) |
||
| 1249 | mGameOverEffect->DoneViewingStats(); |
||
| 1250 | |||
| 1251 | // ignore mouse clicks when paused or an effect is on screen and the user has no reason to click |
||
| 1252 | if (mLevelupEffect->IsActive() || (mPauseLevel > 0) || (mGameOverEffect->IsActive() && !mGameOverEffect->CanStartNewGame())) |
||
| 1253 | return; |
||
| 1254 | |||
| 1255 | // On a right click, if the click was within the grid bounds, switch hungarr's orientation |
||
| 1256 | if ((theClickCount < 0) && XCoordInBounds(x) && YCoordInBounds(y, mHungarrIsVertical)) |
||
| 1257 | mHungarrIsVertical = !mHungarrIsVertical; |
||
| 1258 | else if ((theClickCount > 0) && mMovingLine1.mDone && mMovingLine2.mDone && !mFilling) |
||
| 1259 | { |
||
| 1260 | //left click, and there's no lines moving: drop two new lines |
||
| 1261 | |||
| 1262 | // Make sure the user didn't click on a planet which would instantly kill them |
||
| 1263 | FRect hungarrRect = FRect(mHungarrX, mHungarrY, IMAGE_HUNGARR_HORIZ->mWidth, IMAGE_HUNGARR_HORIZ->mHeight); |
||
| 1264 | for (int i = 0; i < mPlanets.size(); i++) |
||
| 1265 | { |
||
| 1266 | Planet* p = &mPlanets[i]; |
||
| 1267 | FRect planetRect = FRect(p->mX, p->mY, IMAGE_PLANETS->GetCelWidth(), IMAGE_PLANETS->GetCelHeight()); |
||
| 1268 | if (planetRect.Intersects(hungarrRect)) |
||
| 1269 | return; |
||
| 1270 | } |
||
| 1271 | |||
| 1272 | mApp->PlaySample(SOUND_MAGZAP); |
||
| 1273 | |||
| 1274 | // start the electrical shorting sound |
||
| 1275 | mShortSound->Play(true, false); |
||
| 1276 | |||
| 1277 | mMovingLine1.mDone = mMovingLine2.mDone = false; |
||
| 1278 | mMovingLine1.mBroken = mMovingLine2.mBroken = false; |
||
| 1279 | int midX = IMAGE_HUNGARR_HORIZ->GetWidth() / 2; |
||
| 1280 | int midY = IMAGE_HUNGARR_HORIZ->GetHeight() / 2; |
||
| 1281 | |||
| 1282 | //Align the XYs of the lines to the grid, and set the target coordinates to the |
||
| 1283 | //closest normal state tile. |
||
| 1284 | if (mHungarrIsVertical) |
||
| 1285 | { |
||
| 1286 | mMovingLine1.mIsVertical = mMovingLine2.mIsVertical = true; |
||
| 1287 | mMovingLine1.mX = mMovingLine2.mX = GetAlignedX(mHungarrX + midX); |
||
| 1288 | mMovingLine1.mY = mMovingLine2.mY = GetAlignedY(mHungarrY + midY); |
||
| 1289 | mMovingLine1.mHeight = 1; |
||
| 1290 | mMovingLine2.mHeight = 13; |
||
| 1291 | mMovingLine1.mWidth = mMovingLine2.mWidth = GRID_PIX_SIZE; |
||
| 1292 | mMovingLine1.mTargetY = mMovingLine2.mTargetY = mMovingLine1.mY; |
||
| 1293 | mMovingLine1.mTargetX = mMovingLine2.mTargetX = mMovingLine1.mX; |
||
| 1294 | |||
| 1295 | // Make sure the target coords end at a tile that's normal. If not, keep moving them |
||
| 1296 | int row = GetRow(mMovingLine1.mTargetY); |
||
| 1297 | int col = GetCol(mMovingLine1.mTargetX); |
||
| 1298 | |||
| 1299 | // Tile immediately below is not valid |
||
| 1300 | if (mGridState[row][col].mFillState != GRID_NORMAL) |
||
| 1301 | return; |
||
| 1302 | |||
| 1303 | while ((row >= 0) && (mGridState[row][col].mFillState == GRID_NORMAL)) |
||
| 1304 | { |
||
| 1305 | mMovingLine1.mTargetY -= GRID_PIX_SIZE; |
||
| 1306 | --row; |
||
| 1307 | } |
||
| 1308 | |||
| 1309 | // Make it end on the last valid tile. The loop above makes it leave |
||
| 1310 | // on an invalid tile |
||
| 1311 | mMovingLine1.mTargetY += GRID_PIX_SIZE; |
||
| 1312 | |||
| 1313 | row = GetRow(mMovingLine2.mTargetY); |
||
| 1314 | col = GetCol(mMovingLine2.mTargetX); |
||
| 1315 | |||
| 1316 | while ((row < GRID_HEIGHT) && (mGridState[row][col].mFillState == GRID_NORMAL)) |
||
| 1317 | { |
||
| 1318 | mMovingLine2.mTargetY += GRID_PIX_SIZE; |
||
| 1319 | ++row; |
||
| 1320 | } |
||
| 1321 | |||
| 1322 | if (mMovingLine1.mTargetY > mMovingLine2.mTargetY) |
||
| 1323 | mMovingLine1.mDone = mMovingLine2.mDone = true; |
||
| 1324 | } |
||
| 1325 | else |
||
| 1326 | { |
||
| 1327 | mMovingLine1.mIsVertical = mMovingLine2.mIsVertical = false; |
||
| 1328 | mMovingLine1.mX = mMovingLine2.mX = GetAlignedX(mHungarrX + midX); |
||
| 1329 | mMovingLine1.mY = mMovingLine2.mY = GetAlignedY(mHungarrY + midY); |
||
| 1330 | mMovingLine1.mWidth = 1; |
||
| 1331 | mMovingLine2.mWidth = 13; |
||
| 1332 | mMovingLine1.mHeight = mMovingLine2.mHeight = GRID_PIX_SIZE; |
||
| 1333 | mMovingLine1.mTargetX = mMovingLine2.mTargetX = mMovingLine1.mX; |
||
| 1334 | mMovingLine1.mTargetY = mMovingLine2.mTargetY = mMovingLine1.mY; |
||
| 1335 | |||
| 1336 | // Make sure the target coords end at a tile that's normal. If not, keep moving them |
||
| 1337 | int row = GetRow(mMovingLine1.mTargetY); |
||
| 1338 | int col = GetCol(mMovingLine1.mTargetX); |
||
| 1339 | |||
| 1340 | // Tile immediately below is not valid...? |
||
| 1341 | if (mGridState[row][col].mFillState != GRID_NORMAL) |
||
| 1342 | return; |
||
| 1343 | |||
| 1344 | while ((col >= 0) && (mGridState[row][col].mFillState == GRID_NORMAL)) |
||
| 1345 | { |
||
| 1346 | mMovingLine1.mTargetX -= GRID_PIX_SIZE; |
||
| 1347 | --col; |
||
| 1348 | } |
||
| 1349 | |||
| 1350 | // Make it end on the last valid tile. The loop above makes it leave |
||
| 1351 | // on an invalid tile |
||
| 1352 | mMovingLine1.mTargetX += GRID_PIX_SIZE; |
||
| 1353 | |||
| 1354 | |||
| 1355 | row = GetRow(mMovingLine2.mTargetY); |
||
| 1356 | col = GetCol(mMovingLine2.mTargetX); |
||
| 1357 | |||
| 1358 | while ((col < GRID_WIDTH) && (mGridState[row][col].mFillState == GRID_NORMAL)) |
||
| 1359 | { |
||
| 1360 | mMovingLine2.mTargetX += GRID_PIX_SIZE; |
||
| 1361 | ++col; |
||
| 1362 | } |
||
| 1363 | |||
| 1364 | |||
| 1365 | if (mMovingLine1.mTargetX > mMovingLine2.mTargetX) |
||
| 1366 | mMovingLine1.mDone = mMovingLine2.mDone = true; |
||
| 1367 | } |
||
| 1368 | } |
||
| 1369 | |||
| 1370 | UpdateHungarrPosition(x, y); |
||
| 1371 | |||
| 1372 | } |
||
| 1373 | |||
| 1374 | ////////////////////////////////////////////////////////////////////////// |
||
| 1375 | ////////////////////////////////////////////////////////////////////////// |
||
| 1376 | void Board::UpdateHungarrPosition(int x, int y) |
||
| 1377 | { |
||
| 1378 | // Place the Hun-garr bitmap and the two lines that stick out of him |
||
| 1379 | // so that Hun-garr is centered on the mouse cursor |
||
| 1380 | int midX = IMAGE_HUNGARR_HORIZ->GetWidth() / 2; |
||
| 1381 | int midY = IMAGE_HUNGARR_HORIZ->GetHeight() / 2; |
||
| 1382 | |||
| 1383 | if (YCoordInBounds(y, mHungarrIsVertical)) |
||
| 1384 | { |
||
| 1385 | mHungarrY = y - midY; |
||
| 1386 | mLine1Y = mHungarrY + (!mHungarrIsVertical ? 7 : -12); |
||
| 1387 | mLine2Y = mHungarrY + (!mHungarrIsVertical ? 7 : 35); |
||
| 1388 | } |
||
| 1389 | |||
| 1390 | if (XCoordInBounds(x)) |
||
| 1391 | { |
||
| 1392 | mHungarrX = x - midX; |
||
| 1393 | mLine1X = mHungarrX + (!mHungarrIsVertical ? -13 : 8); |
||
| 1394 | mLine2X = mHungarrX + (!mHungarrIsVertical ? 36 : 9); |
||
| 1395 | } |
||
| 1396 | } |
||
| 1397 | |||
| 1398 | ////////////////////////////////////////////////////////////////////////// |
||
| 1399 | ////////////////////////////////////////////////////////////////////////// |
||
| 1400 | void Board::CalculateFillRegions(void) |
||
| 1401 | { |
||
| 1402 | int topRow, botRow, leftCol, rightCol; |
||
| 1403 | |||
| 1404 | // The basic idea is this: Find the CLOSEST edge to where the user clicks that |
||
| 1405 | // meets the following conditions: |
||
| 1406 | // 1. If Hun-garr is vertical, the edge must be as tall as the column created |
||
| 1407 | // by the two emitted lines (or more) and every grid piece must be normal |
||
| 1408 | // 2. If Hun-garr is horizontal, the edge must be as wide as the row created by |
||
| 1409 | // the two emitted lines (or more) and every grid piece must be normal |
||
| 1410 | // 3. If either of the lines were broken, we instead just fill in the single |
||
| 1411 | // line made by the non-broken line (the code won't execute if both are broken) |
||
| 1412 | |||
| 1413 | |||
| 1414 | if (mMovingLine1.mIsVertical) |
||
| 1415 | { |
||
| 1416 | topRow = GetRow(mMovingLine1.mTargetY); |
||
| 1417 | int col1 = GetCol(mMovingLine1.mTargetX); |
||
| 1418 | botRow = GetRow(mMovingLine2.mTargetY); |
||
| 1419 | |||
| 1420 | if ((mMovingLine1.mBroken && !mMovingLine2.mBroken) || |
||
| 1421 | (!mMovingLine1.mBroken && mMovingLine2.mBroken)) |
||
| 1422 | { |
||
| 1423 | leftCol = col1; |
||
| 1424 | rightCol = col1 + 1; |
||
| 1425 | mFillDirection = FILL_RIGHT; |
||
| 1426 | topRow = mMovingLine1.mBroken ? GetRow(mMovingLine2.mY) : topRow; |
||
| 1427 | botRow = mMovingLine1.mBroken ? botRow : GetRow(mMovingLine2.mY); |
||
| 1428 | } |
||
| 1429 | else |
||
| 1430 | { |
||
| 1431 | int rightEdge, leftEdge; |
||
| 1432 | GetVerticalFillValues(col1, topRow, botRow, 1, &rightEdge); |
||
| 1433 | GetVerticalFillValues(col1, topRow, botRow, -1, &leftEdge); |
||
| 1434 | |||
| 1435 | if ((rightEdge - col1) <= (col1 - leftEdge)) |
||
| 1436 | { |
||
| 1437 | leftCol = col1; |
||
| 1438 | rightCol = rightEdge + 1; |
||
| 1439 | mFillDirection = FILL_RIGHT; |
||
| 1440 | } |
||
| 1441 | else |
||
| 1442 | { |
||
| 1443 | leftCol = leftEdge; |
||
| 1444 | rightCol = col1 + 1; |
||
| 1445 | mFillDirection = FILL_LEFT; |
||
| 1446 | } |
||
| 1447 | } |
||
| 1448 | |||
| 1449 | } |
||
| 1450 | else |
||
| 1451 | { |
||
| 1452 | leftCol = GetCol(mMovingLine1.mTargetX); |
||
| 1453 | rightCol = GetCol(mMovingLine2.mTargetX); |
||
| 1454 | int row1 = GetRow(mMovingLine1.mTargetY); |
||
| 1455 | |||
| 1456 | if ((mMovingLine1.mBroken && !mMovingLine2.mBroken) || |
||
| 1457 | (!mMovingLine1.mBroken && mMovingLine2.mBroken)) |
||
| 1458 | { |
||
| 1459 | leftCol = mMovingLine1.mBroken ? GetCol(mMovingLine2.mX) : leftCol; |
||
| 1460 | rightCol = mMovingLine1.mBroken ? rightCol : GetCol(mMovingLine2.mX); |
||
| 1461 | topRow = row1; |
||
| 1462 | botRow = row1 + 1; |
||
| 1463 | mFillDirection = FILL_DOWN; |
||
| 1464 | } |
||
| 1465 | else |
||
| 1466 | { |
||
| 1467 | int topEdge, botEdge; |
||
| 1468 | GetHorizontalFillValues(row1, leftCol, rightCol, -1, &topEdge); |
||
| 1469 | GetHorizontalFillValues(row1, leftCol, rightCol, 1, &botEdge); |
||
| 1470 | |||
| 1471 | if ((botEdge - row1) <= (row1 - topEdge)) |
||
| 1472 | { |
||
| 1473 | topRow = row1; |
||
| 1474 | botRow = botEdge + 1; |
||
| 1475 | mFillDirection = FILL_DOWN; |
||
| 1476 | } |
||
| 1477 | else |
||
| 1478 | { |
||
| 1479 | topRow = topEdge; |
||
| 1480 | botRow = row1 + 1; |
||
| 1481 | mFillDirection = FILL_UP; |
||
| 1482 | } |
||
| 1483 | } |
||
| 1484 | |||
| 1485 | } |
||
| 1486 | |||
| 1487 | //Make a rectangular fill region: every block in it will eventually be filled. |
||
| 1488 | // Then, for all grid pieces in that region, if they are in the normal state, |
||
| 1489 | // set them to the filling state and initialize their mFillRect's |
||
| 1490 | mFillRegion.mLeft = leftCol; |
||
| 1491 | mFillRegion.mRight = rightCol - 1; |
||
| 1492 | mFillRegion.mTop = topRow; |
||
| 1493 | mFillRegion.mBottom = botRow - 1; |
||
| 1494 | |||
| 1495 | for (int y = topRow; y < botRow; y++) |
||
| 1496 | { |
||
| 1497 | for (int x = leftCol; x < rightCol; x++) |
||
| 1498 | { |
||
| 1499 | if (mGridState[y][x].mFillState == GRID_NORMAL) |
||
| 1500 | { |
||
| 1501 | mGridState[y][x].mFillState = GRID_FILLING; |
||
| 1502 | |||
| 1503 | switch (mFillDirection) |
||
| 1504 | { |
||
| 1505 | case FILL_RIGHT: |
||
| 1506 | mGridState[y][x].mFillRect = |
||
| 1507 | FRect(GetColPix(x), GetRowPix(y), 0, GRID_PIX_SIZE); |
||
| 1508 | break; |
||
| 1509 | |||
| 1510 | case FILL_LEFT: |
||
| 1511 | mGridState[y][x].mFillRect = |
||
| 1512 | FRect(GetColPix(x + 1), GetRowPix(y), 0, GRID_PIX_SIZE); |
||
| 1513 | break; |
||
| 1514 | |||
| 1515 | case FILL_UP: |
||
| 1516 | mGridState[y][x].mFillRect = |
||
| 1517 | FRect(GetColPix(x), GetRowPix(y + 1), GRID_PIX_SIZE, 0); |
||
| 1518 | break; |
||
| 1519 | |||
| 1520 | case FILL_DOWN: |
||
| 1521 | mGridState[y][x].mFillRect = |
||
| 1522 | FRect(GetColPix(x), GetRowPix(y), GRID_PIX_SIZE, 0); |
||
| 1523 | break; |
||
| 1524 | } |
||
| 1525 | } |
||
| 1526 | } |
||
| 1527 | } |
||
| 1528 | } |
||
| 1529 | |||
| 1530 | ////////////////////////////////////////////////////////////////////////// |
||
| 1531 | ////////////////////////////////////////////////////////////////////////// |
||
| 1532 | void Board::FillRectF(Graphics* g, FRect fr) |
||
| 1533 | { |
||
| 1534 | Rect r = Rect((int)fr.mX, (int)fr.mY, (int)fr.mWidth, (int)fr.mHeight); |
||
| 1535 | g->FillRect(r); |
||
| 1536 | } |
||
| 1537 | |||
| 1538 | |||
| 1539 | ////////////////////////////////////////////////////////////////////////// |
||
| 1540 | ////////////////////////////////////////////////////////////////////////// |
||
| 1541 | void Board::GetVerticalFillValues(int startCol, int topRow, int botRow, int dir, int* edge) |
||
| 1542 | { |
||
| 1543 | // If dir == -1, left, if 1, right |
||
| 1544 | // See function header for algorithm description |
||
| 1545 | |||
| 1546 | bool done = false; |
||
| 1547 | int col = startCol; |
||
| 1548 | |||
| 1549 | while (!done) |
||
| 1550 | { |
||
| 1551 | bool found = true; |
||
| 1552 | for (int y = topRow; y < botRow; y++) |
||
| 1553 | { |
||
| 1554 | if (mGridState[y][col].mFillState != GRID_FILLED) |
||
| 1555 | { |
||
| 1556 | found = false; |
||
| 1557 | break; |
||
| 1558 | } |
||
| 1559 | } |
||
| 1560 | |||
| 1561 | if (!found) |
||
| 1562 | { |
||
| 1563 | if ( ((dir > 0) && (++col >= GRID_WIDTH)) || |
||
| 1564 | ((dir < 0) && (--col < 0)) ) |
||
| 1565 | { |
||
| 1566 | done = true; |
||
| 1567 | *edge = col + (dir > 0 ? -1 : 1); |
||
| 1568 | } |
||
| 1569 | } |
||
| 1570 | else |
||
| 1571 | { |
||
| 1572 | *edge = col; |
||
| 1573 | done = true; |
||
| 1574 | } |
||
| 1575 | |||
| 1576 | } |
||
| 1577 | } |
||
| 1578 | |||
| 1579 | ////////////////////////////////////////////////////////////////////////// |
||
| 1580 | ////////////////////////////////////////////////////////////////////////// |
||
| 1581 | void Board::GetHorizontalFillValues(int startRow, int leftCol, int rightCol, int dir, int* edge) |
||
| 1582 | { |
||
| 1583 | // If dir == -1, up, if 1, down |
||
| 1584 | // See function header for algorithm description |
||
| 1585 | |||
| 1586 | bool done = false; |
||
| 1587 | int row = startRow; |
||
| 1588 | |||
| 1589 | while (!done) |
||
| 1590 | { |
||
| 1591 | |||
| 1592 | bool found = true; |
||
| 1593 | for (int x = leftCol; x < rightCol; x++) |
||
| 1594 | { |
||
| 1595 | if (mGridState[row][x].mFillState != GRID_FILLED) |
||
| 1596 | { |
||
| 1597 | found = false; |
||
| 1598 | break; |
||
| 1599 | } |
||
| 1600 | } |
||
| 1601 | |||
| 1602 | if (!found) |
||
| 1603 | { |
||
| 1604 | if ( ((dir > 0) && (++row >= GRID_HEIGHT)) || |
||
| 1605 | ((dir < 0) && (--row < 0)) ) |
||
| 1606 | { |
||
| 1607 | done = true; |
||
| 1608 | *edge = row + (dir > 0 ? -1 : 1); |
||
| 1609 | } |
||
| 1610 | } |
||
| 1611 | else |
||
| 1612 | { |
||
| 1613 | *edge = row; |
||
| 1614 | done = true; |
||
| 1615 | } |
||
| 1616 | } |
||
| 1617 | } |
||
| 1618 | |||
| 1619 | ////////////////////////////////////////////////////////////////////////// |
||
| 1620 | ////////////////////////////////////////////////////////////////////////// |
||
| 1621 | void Board::InitLevel(int level) |
||
| 1622 | { |
||
| 1623 | mLives += level - mLevel; |
||
| 1624 | |||
| 1625 | mPopulationEaten = 0; |
||
| 1626 | mPlanetSpeed += 0.15f; |
||
| 1627 | mLevel = level; |
||
| 1628 | mPlanets.clear(); |
||
| 1629 | mFlashCount = 0; |
||
| 1630 | mPercentComplete = 0; |
||
| 1631 | mPlanetsEaten.clear(); |
||
| 1632 | mBonusText.clear(); |
||
| 1633 | mParticles.clear(); |
||
| 1634 | |||
| 1635 | mFilling = false; |
||
| 1636 | |||
| 1637 | // reset the grid state |
||
| 1638 | int i; |
||
| 1639 | for (i = 0; i < GRID_HEIGHT; i++) |
||
| 1640 | { |
||
| 1641 | for (int x = 0; x < GRID_WIDTH; x++) |
||
| 1642 | { |
||
| 1643 | mGridState[i][x].mFillRect = FRect(x * GRID_PIX_SIZE, GRID_START_Y + i * GRID_PIX_SIZE, 0, 0); |
||
| 1644 | mGridState[i][x].mFillState = GRID_NORMAL; |
||
| 1645 | } |
||
| 1646 | } |
||
| 1647 | |||
| 1648 | // Start with 2 planets. Then add 1 every other level |
||
| 1649 | int numPlanets = 2 + (mLevel / 2); |
||
| 1650 | for (i = 0; i < numPlanets; i++) |
||
| 1651 | { |
||
| 1652 | Planet p; |
||
| 1653 | |||
| 1654 | // Choose a random name and export |
||
| 1655 | p.mNameIdx = Rand() % NUM_PLANET_NAMES; |
||
| 1656 | p.mExportIdx = Rand() % NUM_PLANET_EXPORTS; |
||
| 1657 | |||
| 1658 | // a random number I made up for the population. Increases by a random amount each level. |
||
| 1659 | p.mPopulation = (mLevel * 133602) + 748819; |
||
| 1660 | |||
| 1661 | // Position it randomly within the confines of the grid |
||
| 1662 | p.mX = GRID_START_X + 20 + (Rand() % (GRID_END_X - GRID_START_X - 20)); |
||
| 1663 | p.mY = GRID_START_Y + 20 + (Rand() % (GRID_END_Y - GRID_START_Y - 20)); |
||
| 1664 | |||
| 1665 | // Get a random angle for the planet to travel in. It's easier to do RAND on |
||
| 1666 | // degrees, so convert them to radians after choosing an angle |
||
| 1667 | float a = (Rand() % 360) * M_PI / 180.0f; |
||
| 1668 | p.mVX = mPlanetSpeed * cosf(a); |
||
| 1669 | p.mVY = -mPlanetSpeed * sinf(a); |
||
| 1670 | |||
| 1671 | // don't let the speed be too close to 0 though, it's lame if the planet |
||
| 1672 | // bounces just straight vertically or horizontally |
||
| 1673 | if ((p.mVX >= -0.1) && (p.mVX <= 0.1)) |
||
| 1674 | p.mVX = 0.3f; |
||
| 1675 | |||
| 1676 | if ((p.mVY >= -0.1) && (p.mVY <= 0.1)) |
||
| 1677 | p.mVY = 0.3f; |
||
| 1678 | |||
| 1679 | // Set a random initial rotation angle and speed to rotate at. |
||
| 1680 | // All angle manipulation is in radians. |
||
| 1681 | p.mRotationAngle = (Rand() % 360) * M_PI / 180.0f; |
||
| 1682 | p.mRotateSpeed = (float)(Rand() % 100) / 1000.0f; |
||
| 1683 | |||
| 1684 | // Choose a random image. There's 11 images, each is just 1 frame. |
||
| 1685 | p.mImgCol = Rand() % IMAGE_PLANETS->mNumCols; |
||
| 1686 | |||
| 1687 | mPlanets.push_back(p); |
||
| 1688 | } |
||
| 1689 | } |
||
| 1690 | |||
| 1691 | ////////////////////////////////////////////////////////////////////////// |
||
| 1692 | ////////////////////////////////////////////////////////////////////////// |
||
| 1693 | bool Board::MovePlanet(Planet* p, float theFrac) |
||
| 1694 | { |
||
| 1695 | // This is a pretty simple collision detection routine and is good enough for this |
||
| 1696 | // game. It's also a lot easier to understand than other more accurate but more |
||
| 1697 | // complex methods. The basic idea is to check the two blocks in the direction of |
||
| 1698 | // travel to see if they are solid or not, and if so, we reverse course, and |
||
| 1699 | // don't move the planet to that new coordinate. |
||
| 1700 | |||
| 1701 | int w = IMAGE_PLANETS->GetCelWidth(); |
||
| 1702 | int h = IMAGE_PLANETS->GetCelHeight(); |
||
| 1703 | bool playSample = false; |
||
| 1704 | |||
| 1705 | // Update rotation |
||
| 1706 | p->mRotationAngle += p->mRotateSpeed; |
||
| 1707 | |||
| 1708 | // Don't move it yet...compute where it WOULD be if the move was valid |
||
| 1709 | float newx = p->mX + p->mVX * theFrac; |
||
| 1710 | float newy = p->mY + p->mVY * theFrac; |
||
| 1711 | |||
| 1712 | // If moving right, we'll check the grid piece right of the |
||
| 1713 | // planet to see if we hit it. Otherwise, we'll just use the grid piece that maps to |
||
| 1714 | // where the new X coordinate is: |
||
| 1715 | float checkx = p->mVX > 0 ? newx + GRID_PIX_SIZE : newx; |
||
| 1716 | int col = GetCol(checkx); |
||
| 1717 | |||
| 1718 | // We're going to check both the current row and row below it: |
||
| 1719 | int row = GetRow(p->mY); |
||
| 1720 | int nextrow = ValidRow(row + 1) ? row + 1 : row; |
||
| 1721 | |||
| 1722 | if (ValidCol(col) && ValidRow(row)) |
||
| 1723 | { |
||
| 1724 | int state1 = mGridState[row][col].mFillState; |
||
| 1725 | int state2 = mGridState[nextrow][col].mFillState; |
||
| 1726 | |||
| 1727 | if ((state1 == GRID_NORMAL) && (state2 == GRID_NORMAL) && (newx > GRID_START_X)) |
||
| 1728 | p->mX = newx; // valid grid space |
||
| 1729 | else if (((state1 == GRID_FILLING) || (state2 == GRID_FILLING)) && (newx > GRID_START_X)) |
||
| 1730 | { |
||
| 1731 | // planet entered a grid space that is in the process of being filled, so make it explode |
||
| 1732 | p->mExploding = true; |
||
| 1733 | GivePlanetBonus(p); |
||
| 1734 | return true; |
||
| 1735 | } |
||
| 1736 | else |
||
| 1737 | { |
||
| 1738 | // planet hit a filled in space, reverse the X velocity |
||
| 1739 | playSample = true; |
||
| 1740 | p->mVX = -p->mVX; |
||
| 1741 | } |
||
| 1742 | } |
||
| 1743 | else |
||
| 1744 | { |
||
| 1745 | // Not valid cases would be if the planet hit the edges of the board, where there |
||
| 1746 | // aren't any grid tiles. If so, just bounce it off the wall. |
||
| 1747 | playSample = true; |
||
| 1748 | p->mVX = -p->mVX; |
||
| 1749 | } |
||
| 1750 | |||
| 1751 | |||
| 1752 | // Now for the Y direction. The principal is the same as above. |
||
| 1753 | int checky = p->mVY > 0 ? newy + GRID_PIX_SIZE : newy; |
||
| 1754 | row = GetRow(checky); |
||
| 1755 | col = GetCol(p->mX); |
||
| 1756 | int nextcol = ValidCol(col + 1) ? col + 1 : col; |
||
| 1757 | |||
| 1758 | if (ValidCol(col) && ValidRow(row)) |
||
| 1759 | { |
||
| 1760 | int state1 = mGridState[row][col].mFillState; |
||
| 1761 | int state2 = mGridState[row][nextcol].mFillState; |
||
| 1762 | |||
| 1763 | if ((state1 == GRID_NORMAL) && (state2 == GRID_NORMAL) && (newy > GRID_START_Y)) |
||
| 1764 | p->mY = newy; |
||
| 1765 | else if (((state1 == GRID_FILLING) || (state2 == GRID_FILLING)) && (newy > GRID_START_Y)) |
||
| 1766 | { |
||
| 1767 | p->mExploding = true; |
||
| 1768 | GivePlanetBonus(p); |
||
| 1769 | return true; |
||
| 1770 | } |
||
| 1771 | else |
||
| 1772 | { |
||
| 1773 | playSample = true; |
||
| 1774 | p->mVY = -p->mVY; |
||
| 1775 | } |
||
| 1776 | } |
||
| 1777 | else |
||
| 1778 | { |
||
| 1779 | p->mVY = -p->mVY; |
||
| 1780 | playSample = true; |
||
| 1781 | } |
||
| 1782 | |||
| 1783 | // When a planet hits a wall/filled in grid piece, bounce it and play a sound |
||
| 1784 | if (playSample) |
||
| 1785 | mApp->PlaySample(SOUND_PLANET_HIT); |
||
| 1786 | |||
| 1787 | CheckPlanetBeamCollision(p); |
||
| 1788 | |||
| 1789 | return false; |
||
| 1790 | } |
||
| 1791 | |||
| 1792 | ////////////////////////////////////////////////////////////////////////// |
||
| 1793 | ////////////////////////////////////////////////////////////////////////// |
||
| 1794 | void Board::CheckPlanetBeamCollision(Planet* p) |
||
| 1795 | { |
||
| 1796 | // We're just going to do a rectangular collision check on each of the beams |
||
| 1797 | // and the given planet. Because the visible "beam" part of the image is smaller |
||
| 1798 | // than the image width/height, and the same goes for the planet too, you'll notice |
||
| 1799 | // that offsets are used to constrain the collision rectangles to make a more fair algorithm. |
||
| 1800 | FRect pr = FRect(p->mX + 4, p->mY + 4, 11, 11); |
||
| 1801 | |||
| 1802 | FRect beam1Rect; |
||
| 1803 | |||
| 1804 | if (!mMovingLine1.mIsVertical) |
||
| 1805 | beam1Rect = FRect(mMovingLine1.mX + 7, mMovingLine1.mY + 12, mMovingLine1.mWidth - 12, 8); |
||
| 1806 | else |
||
| 1807 | beam1Rect = FRect(mMovingLine1.mX + 12, mMovingLine1.mY + 10, 9, mMovingLine1.mHeight); |
||
| 1808 | |||
| 1809 | // Only allow the user to lose 1 life max: if both beams break you don't lose 2. If the beam breaks, |
||
| 1810 | // set a flag and set its target to be its current location (indicating that it's done moving) |
||
| 1811 | if (pr.Intersects(beam1Rect)) |
||
| 1812 | { |
||
| 1813 | if (!mMovingLine1.mDone) |
||
| 1814 | { |
||
| 1815 | mMovingLine1.mBroken = true; |
||
| 1816 | mApp->PlaySample(SOUND_BEAM_HIT); |
||
| 1817 | |||
| 1818 | if (!mMovingLine2.mBroken) |
||
| 1819 | LostLife(); |
||
| 1820 | |||
| 1821 | if (!mMovingLine1.mIsVertical) |
||
| 1822 | mMovingLine1.mTargetX = mMovingLine1.mX = mMovingLine1.mX + mMovingLine1.mWidth; |
||
| 1823 | else |
||
| 1824 | mMovingLine1.mTargetY = mMovingLine1.mY = mMovingLine1.mY + mMovingLine1.mHeight; |
||
| 1825 | } |
||
| 1826 | else if (!mMovingLine1.mBroken && mMovingLine1.mDone && !mMovingLine2.mDone) |
||
| 1827 | { |
||
| 1828 | // bounce off of it |
||
| 1829 | if (mMovingLine1.mIsVertical) |
||
| 1830 | { |
||
| 1831 | p->mVX *= -1.0f; |
||
| 1832 | p->mX += p->mVX; |
||
| 1833 | } |
||
| 1834 | else |
||
| 1835 | { |
||
| 1836 | p->mVY *= -1.0f; |
||
| 1837 | p->mY += p->mVY; |
||
| 1838 | } |
||
| 1839 | } |
||
| 1840 | } |
||
| 1841 | |||
| 1842 | FRect beam2Rect; |
||
| 1843 | |||
| 1844 | if (!mMovingLine2.mIsVertical) |
||
| 1845 | beam2Rect = FRect(mMovingLine2.mX, mMovingLine2.mY + 12, mMovingLine2.mWidth - 7, 8); |
||
| 1846 | else |
||
| 1847 | beam2Rect = FRect(mMovingLine2.mX + 12, mMovingLine2.mY, 9, mMovingLine2.mHeight); |
||
| 1848 | |||
| 1849 | if (pr.Intersects(beam2Rect)) |
||
| 1850 | { |
||
| 1851 | if (!mMovingLine2.mDone) |
||
| 1852 | { |
||
| 1853 | mMovingLine2.mBroken = true; |
||
| 1854 | mApp->PlaySample(SOUND_BEAM_HIT); |
||
| 1855 | |||
| 1856 | if (!mMovingLine1.mBroken) |
||
| 1857 | LostLife(); |
||
| 1858 | |||
| 1859 | if (!mMovingLine2.mIsVertical) |
||
| 1860 | mMovingLine2.mTargetX = mMovingLine2.mX; |
||
| 1861 | else |
||
| 1862 | mMovingLine2.mTargetY = mMovingLine2.mY; |
||
| 1863 | } |
||
| 1864 | else if (!mMovingLine2.mBroken && mMovingLine2.mDone && !mMovingLine1.mDone) |
||
| 1865 | { |
||
| 1866 | // bounce off of it |
||
| 1867 | if (mMovingLine2.mIsVertical) |
||
| 1868 | { |
||
| 1869 | p->mVX *= -1.0f; |
||
| 1870 | p->mX += p->mVX; |
||
| 1871 | } |
||
| 1872 | else |
||
| 1873 | { |
||
| 1874 | p->mVY *= -1.0f; |
||
| 1875 | p->mY += p->mVY; |
||
| 1876 | } |
||
| 1877 | } |
||
| 1878 | } |
||
| 1879 | |||
| 1880 | if ((mMovingLine1.mDone && mMovingLine2.mDone) || |
||
| 1881 | (mMovingLine1.mBroken && mMovingLine2.mDone) || |
||
| 1882 | (mMovingLine2.mBroken && mMovingLine1.mDone)) |
||
| 1883 | mShortSound->Stop(); |
||
| 1884 | } |
||
| 1885 | |||
| 1886 | ////////////////////////////////////////////////////////////////////////// |
||
| 1887 | ////////////////////////////////////////////////////////////////////////// |
||
| 1888 | void Board::Pause(bool p) |
||
| 1889 | { |
||
| 1890 | if (p) |
||
| 1891 | { |
||
| 1892 | // Since when we're paused we don't update each frame, call |
||
| 1893 | // MarkDirty here so that we ensure the "PAUSED" overlay appears |
||
| 1894 | MarkDirty(); |
||
| 1895 | ++mPauseLevel; |
||
| 1896 | |||
| 1897 | // Don't play the looping circuit sound |
||
| 1898 | mShortSound->Stop(); |
||
| 1899 | } |
||
| 1900 | else |
||
| 1901 | { |
||
| 1902 | if (--mPauseLevel == 0) |
||
| 1903 | { |
||
| 1904 | // If any of the lines are moving, re-play the shorting sound |
||
| 1905 | if (!mMovingLine1.mDone || !mMovingLine2.mDone) |
||
| 1906 | mShortSound->Play(true, false); |
||
| 1907 | } |
||
| 1908 | } |
||
| 1909 | } |
||
| 1910 | |||
| 1911 | ////////////////////////////////////////////////////////////////////////// |
||
| 1912 | ////////////////////////////////////////////////////////////////////////// |
||
| 1913 | void Board::KeyChar(char theChar) |
||
| 1914 | { |
||
| 1915 | if (theChar == ' ') |
||
| 1916 | Pause(mPauseLevel == 0); |
||
| 1917 | } |
||
| 1918 | |||
| 1919 | ////////////////////////////////////////////////////////////////////////// |
||
| 1920 | ////////////////////////////////////////////////////////////////////////// |
||
| 1921 | void Board::GivePlanetBonus(Planet* p) |
||
| 1922 | { |
||
| 1923 | mTotalPopulationEaten += p->mPopulation; |
||
| 1924 | mPopulationEaten += p->mPopulation; |
||
| 1925 | mLineSpeed += BEAM_INC_SPEED; |
||
| 1926 | if (mLineSpeed > MAX_BEAM_SPEED) |
||
| 1927 | mLineSpeed = MAX_BEAM_SPEED; |
||
| 1928 | |||
| 1929 | ++mNumPlanetsEaten; |
||
| 1930 | |||
| 1931 | SexyString pName = PLANET_NAME[p->mNameIdx]; |
||
| 1932 | SexyString pExport = PLANET_EXPORTS[p->mExportIdx]; |
||
| 1933 | int points = mLevel * 1000; |
||
| 1934 | AddBonusText(StrFormat(_S("%s: +%d"), pName.c_str(), points), p->mX, p->mY); |
||
| 1935 | mScore += points; |
||
| 1936 | |||
| 1937 | mPlanetsEaten.push_back(pName); |
||
| 1938 | mPlanetsEaten.push_back(pExport.c_str()); |
||
| 1939 | mPlanetsEaten.push_back(CommaSeperate(p->mPopulation)); |
||
| 1940 | |||
| 1941 | std::map<int, int>::iterator it = mPlanetIdxCount.find(p->mNameIdx); |
||
| 1942 | if (it == mPlanetIdxCount.end()) |
||
| 1943 | mPlanetIdxCount[p->mNameIdx] = 1; |
||
| 1944 | else |
||
| 1945 | ++it->second; |
||
| 1946 | |||
| 1947 | it = mExportIdxCount.find(p->mExportIdx); |
||
| 1948 | if (it == mExportIdxCount.end()) |
||
| 1949 | mExportIdxCount[p->mExportIdx] = 1; |
||
| 1950 | else |
||
| 1951 | ++it->second; |
||
| 1952 | } |
||
| 1953 | |||
| 1954 | ////////////////////////////////////////////////////////////////////////// |
||
| 1955 | ////////////////////////////////////////////////////////////////////////// |
||
| 1956 | void Board::UpdatePercentComplete(void) |
||
| 1957 | { |
||
| 1958 | if (mGameOverEffect->IsActive()) |
||
| 1959 | return; |
||
| 1960 | |||
| 1961 | int total = GRID_WIDTH * GRID_HEIGHT; |
||
| 1962 | int actual = 0; |
||
| 1963 | |||
| 1964 | for (int y = 0; y < GRID_HEIGHT; y++) |
||
| 1965 | for (int x = 0; x < GRID_WIDTH; x++) |
||
| 1966 | if (mGridState[y][x].mFillState == GRID_FILLED) |
||
| 1967 | ++actual; |
||
| 1968 | |||
| 1969 | int newAmount = (int) (((float)actual / (float)total) * 100.0f); |
||
| 1970 | |||
| 1971 | int pctCleared = newAmount - mPercentComplete; |
||
| 1972 | |||
| 1973 | // Make the edges of the grid flash the larger the filled region was, but not |
||
| 1974 | // for more than 3 seconds. |
||
| 1975 | mFlashCount = pctCleared * 10; |
||
| 1976 | if (mFlashCount > 300) |
||
| 1977 | mFlashCount = 300; |
||
| 1978 | |||
| 1979 | // Points are exponential, so the larger a fill region, the much larger the score |
||
| 1980 | int points = pctCleared * pctCleared * 20; |
||
| 1981 | mScore += points; |
||
| 1982 | if (points > 0) |
||
| 1983 | { |
||
| 1984 | mApp->PlaySample(SOUND_REGION_FILLED); |
||
| 1985 | AddBonusText(StrFormat(_S("+%d"), points)); |
||
| 1986 | } |
||
| 1987 | |||
| 1988 | mPercentComplete = newAmount; |
||
| 1989 | |||
| 1990 | if (mPercentComplete >= LEVELUP_PERCENT) |
||
| 1991 | { |
||
| 1992 | // Time to level up, set up the stats |
||
| 1993 | LevelupStats ls; |
||
| 1994 | ls.mLevelCompleted = mLevel; |
||
| 1995 | ls.mPercentComplete = mPercentComplete; |
||
| 1996 | ls.mPopulationEaten = mPopulationEaten; |
||
| 1997 | ls.mPlanetsEaten = mPlanetsEaten; |
||
| 1998 | |||
| 1999 | // Award a bonus for extra region filling action |
||
| 2000 | if (mPercentComplete >= COMPLETION_BONUS_PCT) |
||
| 2001 | mScore += COMPLETION_BONUS * mLevel; |
||
| 2002 | |||
| 2003 | mOptionsBtn->SetVisible(false); |
||
| 2004 | mLevelupEffect->Activate(ls); |
||
| 2005 | } |
||
| 2006 | } |
||
| 2007 | |||
| 2008 | ////////////////////////////////////////////////////////////////////////// |
||
| 2009 | ////////////////////////////////////////////////////////////////////////// |
||
| 2010 | void Board::AddBonusText(SexyString t) |
||
| 2011 | { |
||
| 2012 | AddBonusText(t, mWidth / 2 - FONT_HUNGARR->StringWidth(t) / 2, |
||
| 2013 | (mHeight - GRID_START_Y) / 2 - FONT_HUNGARR->GetHeight() / 2); |
||
| 2014 | } |
||
| 2015 | |||
| 2016 | ////////////////////////////////////////////////////////////////////////// |
||
| 2017 | ////////////////////////////////////////////////////////////////////////// |
||
| 2018 | void Board::AddBonusText(SexyString t, float x, float y) |
||
| 2019 | { |
||
| 2020 | BonusText bt; |
||
| 2021 | bt.mText = t; |
||
| 2022 | bt.mX = x; |
||
| 2023 | bt.mY = y; |
||
| 2024 | |||
| 2025 | mBonusText.push_back(bt); |
||
| 2026 | } |
||
| 2027 | |||
| 2028 | |||
| 2029 | ////////////////////////////////////////////////////////////////////////// |
||
| 2030 | ////////////////////////////////////////////////////////////////////////// |
||
| 2031 | void Board::LostLife(void) |
||
| 2032 | { |
||
| 2033 | |||
| 2034 | if (--mLives <= 0) |
||
| 2035 | { |
||
| 2036 | mLives = 0; |
||
| 2037 | |||
| 2038 | // Game over. Set up the stats: |
||
| 2039 | mOptionsBtn->SetVisible(false); |
||
| 2040 | EndGameStats es; |
||
| 2041 | es.mLevel = mLevel; |
||
| 2042 | es.mNumPlanetsEaten = mNumPlanetsEaten; |
||
| 2043 | es.mPopulationConsumed = mTotalPopulationEaten; |
||
| 2044 | es.mScore = mScore; |
||
| 2045 | |||
| 2046 | // Find which planet and export were consumed the most: |
||
| 2047 | int idx = -1; |
||
| 2048 | int count = 0; |
||
| 2049 | int i; |
||
| 2050 | for (i = 0; i < NUM_PLANET_NAMES; i++) |
||
| 2051 | { |
||
| 2052 | std::map<int, int>::iterator it = mPlanetIdxCount.find(i); |
||
| 2053 | if (it != mPlanetIdxCount.end()) |
||
| 2054 | { |
||
| 2055 | if (it->second > count) |
||
| 2056 | { |
||
| 2057 | count = it->second; |
||
| 2058 | idx = i; |
||
| 2059 | } |
||
| 2060 | } |
||
| 2061 | } |
||
| 2062 | |||
| 2063 | if (idx != -1) |
||
| 2064 | es.mFavoritePlanet = PLANET_NAME[idx]; |
||
| 2065 | else |
||
| 2066 | es.mFavoritePlanet = _S("N/A"); |
||
| 2067 | |||
| 2068 | idx = -1; |
||
| 2069 | count = 0; |
||
| 2070 | for (i = 0; i < NUM_PLANET_EXPORTS; i++) |
||
| 2071 | { |
||
| 2072 | std::map<int, int>::iterator it = mExportIdxCount.find(i); |
||
| 2073 | if (it != mExportIdxCount.end()) |
||
| 2074 | { |
||
| 2075 | if (it->second > count) |
||
| 2076 | { |
||
| 2077 | count = it->second; |
||
| 2078 | idx = i; |
||
| 2079 | } |
||
| 2080 | } |
||
| 2081 | } |
||
| 2082 | |||
| 2083 | if (idx != -1) |
||
| 2084 | es.mFavoriteExport = PLANET_EXPORTS[idx]; |
||
| 2085 | else |
||
| 2086 | es.mFavoriteExport = _S("N/A"); |
||
| 2087 | |||
| 2088 | // Fade out the music |
||
| 2089 | mApp->mMusicInterface->FadeOut(0, true); |
||
| 2090 | |||
| 2091 | mShortSound->Stop(); |
||
| 2092 | |||
| 2093 | mGameOverEffect->Activate(es); |
||
| 2094 | } |
||
| 2095 | } |
||
| 2096 | |||
| 2097 | ////////////////////////////////////////////////////////////////////////// |
||
| 2098 | ////////////////////////////////////////////////////////////////////////// |
||
| 2099 | void Board::EmitSparks(void) |
||
| 2100 | { |
||
| 2101 | // This basically emits sparks between various angles, depending on |
||
| 2102 | // the orientation of the line. The angle values I had to play around with |
||
| 2103 | // until I found ones that I liked, and there's no magic secret formula for |
||
| 2104 | // coming up with them, unless you just know how to guess well. Again, |
||
| 2105 | // the Rand() function is easier dealt with using degrees, so we convert them |
||
| 2106 | // to radians after choosing an angle. Then, using some basic math, we compute |
||
| 2107 | // the separate XY velocities for the projectiles. In some cases, projectiles use |
||
| 2108 | // diferent velocities, and again, that was just due to trying to get the nicest look |
||
| 2109 | // and involved some playing around with to figure out. The offsets are to make the sparks |
||
| 2110 | // appear to come out of the bulbous part of the line. |
||
| 2111 | if (!mMovingLine1.mDone && !mMovingLine1.mBroken) |
||
| 2112 | { |
||
| 2113 | if (mMovingLine1.mIsVertical) |
||
| 2114 | { |
||
| 2115 | // between 90 and 180 degrees for left side emission |
||
| 2116 | float angle = (90 + (Rand() % 90)) * M_PI / 180.0f; |
||
| 2117 | float vx = cosf(angle) * 2.0f; |
||
| 2118 | float vy = -sinf(angle) * 2.0f; |
||
| 2119 | mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy)); |
||
| 2120 | |||
| 2121 | // between 0 and 90 degrees for right side emission |
||
| 2122 | angle = (Rand() % 90) * M_PI / 180.0f; |
||
| 2123 | vx = cosf(angle) * 2.0f; |
||
| 2124 | vy = -sinf(angle) * 2.0f; |
||
| 2125 | mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy)); |
||
| 2126 | } |
||
| 2127 | else |
||
| 2128 | { |
||
| 2129 | // between 280 and 320 degrees for bottom side emission |
||
| 2130 | float angle = (280 + (Rand() % 40)) * M_PI / 180.0f; |
||
| 2131 | float vx = cosf(angle) * 4.0f; |
||
| 2132 | float vy = -sinf(angle) * 2.0f; |
||
| 2133 | mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy)); |
||
| 2134 | |||
| 2135 | // between 50 and 90 degrees for top side emission |
||
| 2136 | angle = (50 + (Rand() % 40)) * M_PI / 180.0f; |
||
| 2137 | vx = cosf(angle) * 4.0f; |
||
| 2138 | vy = -sinf(angle) * 3.0f; |
||
| 2139 | mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy)); |
||
| 2140 | } |
||
| 2141 | } |
||
| 2142 | |||
| 2143 | if (!mMovingLine2.mDone && !mMovingLine2.mBroken) |
||
| 2144 | { |
||
| 2145 | if (mMovingLine2.mIsVertical) |
||
| 2146 | { |
||
| 2147 | // between 50 and 90 degrees for left side emission |
||
| 2148 | float angle = (50 + (Rand() % 40)) * M_PI / 180.0f; |
||
| 2149 | float vx = cosf(angle) * 3.0f; |
||
| 2150 | float vy = -sinf(angle) * 4.0f; |
||
| 2151 | mParticles.push_back(Particle(mMovingLine2.mX + 1, mMovingLine2.mY + mMovingLine2.mHeight - 17, vx, vy)); |
||
| 2152 | |||
| 2153 | // between 120 and 160 degrees for right side emission |
||
| 2154 | angle = (120 + (Rand() % 40)) * M_PI / 180.0f; |
||
| 2155 | vx = cosf(angle) * 2.0f; |
||
| 2156 | vy = -sinf(angle) * 4.0f; |
||
| 2157 | mParticles.push_back(Particle(mMovingLine2.mX + 1, mMovingLine2.mY + mMovingLine2.mHeight - 17, vx, vy)); |
||
| 2158 | } |
||
| 2159 | else |
||
| 2160 | { |
||
| 2161 | // between 90 and 140 degrees for top side emission |
||
| 2162 | float angle = (90 + (Rand() % 50)) * M_PI / 180.0f; |
||
| 2163 | float vx = cosf(angle) * 4.0f; |
||
| 2164 | float vy = -sinf(angle) * 3.0f; |
||
| 2165 | mParticles.push_back(Particle(mMovingLine2.mX + mMovingLine2.mWidth - 20, mMovingLine2.mY + 2, vx, vy)); |
||
| 2166 | |||
| 2167 | // between 220 and 260 degrees for bottom side emission |
||
| 2168 | angle = (220 + (Rand() % 40)) * M_PI / 180.0f; |
||
| 2169 | vx = cosf(angle) * 4.0f; |
||
| 2170 | vy = -sinf(angle) * 4.0f; |
||
| 2171 | mParticles.push_back(Particle(mMovingLine2.mX + mMovingLine2.mWidth - 20, mMovingLine2.mY + 2, vx, vy)); |
||
| 2172 | } |
||
| 2173 | } |
||
| 2174 | } |
||
| 2175 | |||
| 2176 | ////////////////////////////////////////////////////////////////////////// |
||
| 2177 | ////////////////////////////////////////////////////////////////////////// |
||
| 2178 | void Board::OptionsDialogDone() |
||
| 2179 | { |
||
| 2180 | // If any of the lines are moving, re-play the shorting sound |
||
| 2181 | if (!mMovingLine1.mDone || !mMovingLine2.mDone) |
||
| 2182 | mShortSound->Play(true, false); |
||
| 2183 | |||
| 2184 | Pause(false); |
||
| 2185 | |||
| 2186 | // Give focus back to the board so that it processes keyboard input |
||
| 2187 | mApp->mWidgetManager->SetFocus(this); |
||
| 2188 | } |
||
| 2189 |