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// Brain Party
// Copyright (C) 2010 Paul Hudson (http://www.tuxradar.com/brainparty)
// Brain Party is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "memoryblox.h"
#include "Minigame.h"
BPMiniGame_MemoryBlox::BPMiniGame_MemoryBlox(BPGame* game) : BPMiniGame(game) {
IsShowing = true; // are all the tiles revealed?
TimeStarted = 0;
LastStateChange = -1;
GameState = WAITING;
GameTitle = "Memoryblox";
GameHelp = "When you're ready, tap the screen to hide the colours of the blocks. Now find 6 blocks of the same colour to clear them, ie 6 red blocks or 6 blue blocks. How fast can you match them all and clear the whole board?";
GameHelp2 = "To play, select at least six red OR blue squares. That is, the six squares you choose must be entirely red or entirely blue - if you select two red then choose a blue, you'll need to try again.";
MiniGameType = PUZZLE;
sfcBackground = TheGame->LoadBitmap("memoryblox", 320, 416);
sfcUnknown = TheGame->LoadBitmap("block_grey", 48, 48);
sfcRed = TheGame->LoadBitmap("block_red", 48, 48);
sfcBlue = TheGame->LoadBitmap("block_blue", 48, 48);
BPList<bool> colours;
for (int i = 0; i < 24; ++i) {
colours.Add(false);
colours.Add(true);
}
colours.Shuffle();
for (int i = 0; i < 48; ++i) {
BPMiniGame_MemoryBlox_Tile* tile = new BPMiniGame_MemoryBlox_Tile();
switch (colours[i]) {
case true:
tile->IsRed = true;
break;
case false:
tile->IsRed = false;
break;
}
TileSet.Add(tile);
}
}
BPMiniGame_MemoryBlox::~BPMiniGame_MemoryBlox() {
TileSet.Clear();
SAFE_DELETE(sfcBackground);
SAFE_DELETE(sfcRed);
SAFE_DELETE(sfcBlue);
SAFE_DELETE(sfcUnknown);
}
void BPMiniGame_MemoryBlox::Start() {
TimeStarted = TheGame->TickCount;
}
int BPMiniGame_MemoryBlox::GetWeight() {
float TimePassed = (TheGame->TickCount - TimeStarted) / 1000.0f;
return MinMax(670 - round(TimePassed * 5));
}
void BPMiniGame_MemoryBlox::Render() {
TheGame->DrawImage(sfcBackground, 0, 0);
int xpos;
int ypos;
for (int i = 0; i < TileSet.Count; ++i) {
ypos = DivRem(i, 6, xpos);
if (IsShowing) {
if (TileSet[i]->IsRed) {
TheGame->DrawImage(sfcRed, 16 + (xpos * 48), 16 + (ypos * 48));
} else {
TheGame->DrawImage(sfcBlue, 16 + (xpos * 48), 16 + (ypos * 48));
}
} else {
if (TileSet[i]->IsCleared) {
// do nothing; leave a nice black hole so they know it's cleared
} else {
if (TileSet[i]->IsSelected) {
if (TileSet[i]->IsRed) {
TheGame->DrawImage(sfcRed, 16 + (xpos * 48), 16 + (ypos * 48));
} else {
TheGame->DrawImage(sfcBlue, 16 + (xpos * 48), 16 + (ypos * 48));
}
} else {
TheGame->DrawImage(sfcUnknown, 16 + (xpos * 48), 16 + (ypos * 48));
}
}
}
}
if (GameState == WRONG) {
if (LastStateChange + 250 < TheGame->TickCount) {
// wrong!
}
if (LastStateChange + 850 < TheGame->TickCount) {
GameState = WAITING;
LastStateChange = TheGame->TickCount;
// reset the board, excluding cleared pieces
for (int i = 0; i < TileSet.Count; ++i) {
if (!TileSet[i]->IsCleared) {
TileSet[i]->IsSelected = false;
}
}
}
} else if (GameState == CORRECT) {
if (LastStateChange + 250 < TheGame->TickCount) {
for (int i = 0; i < TileSet.Count; ++i) {
if (TileSet[i]->IsSelected) {
TileSet[i]->IsSelected = false;
TileSet[i]->IsCleared = true;
}
}
int numleft = 0;
for (int i = 0; i < TileSet.Count; ++i) {
if (!TileSet[i]->IsCleared) {
++numleft;
}
}
if (numleft == 0) {
GameState = SUCCESS;
LastStateChange = TheGame->TickCount;
} else {
GameState = WAITING;
LastStateChange = TheGame->TickCount;
}
}
}
}
void BPMiniGame_MemoryBlox::Tick() {
if (GameState == SUCCESS && LastStateChange + 250 < TheGame->TickCount) {
Success();
}
}
void BPMiniGame_MemoryBlox::OnMouseDown() {
}
void BPMiniGame_MemoryBlox::OnMouseMove() {
}
void BPMiniGame_MemoryBlox::OnMouseUp() {
if (IsShowing) {
IsShowing = false;
TheGame->PlaySound("swoosh_long");
return;
}
if (GameState != WAITING) return; // don't let people make a move straight after a mistake or a correct answer
if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 16, 16, 292, 390)) {
// we slightly overlap the boxes in this game, which means the far right boxes
// are slightly wider than the others. If we don't do anything special, clicking
// on the right edge of those boxes will be detected as clicking on the far left
// box, because it wraps over the size of the boxes.
// So, if the click was >= 305, we need to subtract 10 to skip this problem.
int xpos = TouchEvent.X;
if (xpos > 305) xpos -= 10;
int xoffset = (xpos - 17) / 48;
int yoffset = (TouchEvent.Y - 17) / 48;
int totaloffset = (yoffset * 6) + xoffset;
// this shouldn't be possible, but just in case!
if (totaloffset >= 48) return;
// if the square has already been selected, ignore the click
if (TileSet[totaloffset]->IsSelected) return;
TileSet[totaloffset]->IsSelected = true;
if (CheckMove()) {
int numselected = 0;
for (int i = 0; i < TileSet.Count; ++i) {
if (TileSet[i]->IsSelected && !TileSet[i]->IsCleared) {
++numselected;
}
}
if (numselected >= 6) {
LastStateChange = TheGame->TickCount;
GameState = CORRECT;
}
} else {
LastStateChange = TheGame->TickCount;
GameState = WRONG;
}
}
}
bool BPMiniGame_MemoryBlox::CheckMove() {
bool firstsquare = true;
bool isred = false;
for (int i = 0; i < TileSet.Count; ++i) {
if (TileSet[i]->IsSelected && !TileSet[i]->IsCleared) {
if (firstsquare) {
// set the initial selected colour, so we know what to compare against
isred = TileSet[i]->IsRed;
firstsquare = false;
TheGame->PlaySound("gem_select");
} else {
if (TileSet[i]->IsRed != isred) {
// they selected tiles with different colours!
TheGame->PlaySound("wrong");
return false;
} else {
TheGame->PlaySound("gem_select");
}
}
}
}
// current selection is OK; return good move
return true;
}
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