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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 "Minigame.h"
#include "strangerdanger.h"
BPMiniGame_StrangerDanger::BPMiniGame_StrangerDanger(BPGame* game) : BPMiniGame(game) {
Level = NumWrong = TimeStarted = NumTries = 0;
GameTitle = "Stranger Danger";
GameHelp = "Remember the items on the screen, because when you tap the screen I'll hide them all and add one new item. Can you figure out which item is new?";
GameHelp2 = "You need to remember all the different shapes you see, then tap on the one that wasn't there before. Remember: the colours change as well, so look closely!";
MiniGameType = PUZZLE;
GameState = REMEMBER;
LastStateChange = 0;
FlipBackground = false;
AnimPos = 0.0f;
sfcBackground = TheGame->LoadBitmap("strangerdanger", 320, 480);
sfcRemember = TheGame->LoadBitmap("strangerdanger_remember", 320, 480);
sfcFlash = TheGame->LoadBitmap("lensflare", 512, 512);
sfcWhatsChanged = TheGame->LoadBitmap("whichisstranger", 512, 512);
for (int i = 1; i <= 59; ++i) {
ostringstream filename;
filename << "patch" << i;
CardTypes.Add(TheGame->LoadBitmap(filename.str().c_str(), 48, 48));
}
for (int i = 0; i < 6; ++i) {
for (int j = 3; j < 8; ++j) {
Coordinates.Add(new BPPoint(10 + (i * 50), -30 + (j * 50)));
}
}
}
BPMiniGame_StrangerDanger::~BPMiniGame_StrangerDanger() {
SAFE_DELETE(sfcBackground);
SAFE_DELETE(sfcRemember);
SAFE_DELETE(sfcFlash);
SAFE_DELETE(sfcWhatsChanged);
CardTypes.Clear();
Coordinates.Clear();
Items.Clear();
}
void BPMiniGame_StrangerDanger::Start() {
LevelUp();
CreateLevel();
TimeStarted = TheGame->TickCount;
}
int BPMiniGame_StrangerDanger::GetWeight() {
float TimePassed = (TheGame->TickCount - TimeStarted) / 1000.0f;
return MinMax(600 - (NumWrong * 75) - round(TimePassed) / 4);
}
void BPMiniGame_StrangerDanger::Render() {
switch (GameState) {
case REMEMBER:
case GUESSING:
case CORRECT:
case WRONG:
RenderItems();
break;
case FADE_IN:
RenderItems();
RenderGlow();
break;
case FADE_OUT:
RenderItems();
RenderWhiteFade();
break;
case SHOWING:
TheGame->FillRectangle((*TheGame->White), 0, 0, 320, 480);
Colour* col;
float scale;
if (AnimPos < 0.333f) {
col = TheGame->ColorLerp(TheGame->TransparentWhite, TheGame->White, AnimPos * 3);
scale = TheGame->SmoothStep(4.0f, 0.6f, AnimPos * 3);
} else {
col = new Colour(1.0f, 1.0f, 1.0f, 1.0f);
scale = TheGame->SmoothStep(0.6f, 0.5f, AnimPos - 0.333f);
}
sfcWhatsChanged->Draw(160, 208, 0.0f, scale, (*col));
SAFE_DELETE(col);
break;
}
}
void BPMiniGame_StrangerDanger::Tick() {
if (AnimPos != 1.0f) {
switch (GameState) {
case SHOWING:
AnimPos += 0.5f * TheGame->ElapsedSeconds;
break;
default:
AnimPos += 1.5f * TheGame->ElapsedSeconds;
}
if (AnimPos >= 1.0f) {
AnimPos = 1.0f;
// finished animating - now which state should we switch to?
switch (GameState) {
case FADE_IN:
FlipBackground = !FlipBackground;
if (FlipBackground) {
SetGameState(SHOWING);
} else {
SetGameState(FADE_OUT);
CreateLevel();
}
break;
case SHOWING:
{
SetGameState(FADE_OUT);
Coordinates.Shuffle();
// move all the items
for (int i = 0; i < Items.Count; ++i) {
BPMiniGame_StrangerDanger_Item* item = Items[i];
item->X = Coordinates[i]->X;
item->Y = Coordinates[i]->Y;
}
// now add a new one
BPMiniGame_StrangerDanger_Item* item = new BPMiniGame_StrangerDanger_Item();
item->X = Coordinates[Coordinates.Count - 1]->X;
item->Y = Coordinates[Coordinates.Count - 1]->Y;
item->CardType = CardTypes.Count - 1;
Items.Add(item);
break;
}
case FADE_OUT:
if (FlipBackground) {
SetGameState(GUESSING);
} else {
SetGameState(REMEMBER);
}
break;
}
}
}
if (GameState == CORRECT || GameState == WRONG) {
if (LastStateChange + 500 < TheGame->TickCount) {
if (GameState == CORRECT) {
LevelUp();
} else {
LevelDown();
}
if (NumTries > 8) {
Success();
} else {
SetGameState(FADE_IN);
}
}
}
}
void BPMiniGame_StrangerDanger::OnMouseDown() {
}
void BPMiniGame_StrangerDanger::OnMouseMove() {
}
void BPMiniGame_StrangerDanger::OnMouseUp() {
if (GameState == REMEMBER) {
SetGameState(FADE_IN);
} else if (GameState == GUESSING) {
for (int i = 0; i < Items.Count; ++i) {
BPMiniGame_StrangerDanger_Item* item = Items[i];
if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, item->X, item->Y, 48, 48)) {
// clicked this item!
if (i == Items.Count - 1) {
TheGame->PlaySound("correct");
SetGameState(CORRECT);
} else {
TheGame->PlaySound("wrong");
SetGameState(WRONG);
}
break;
}
}
}
}
void BPMiniGame_StrangerDanger::LevelUp() {
++Level;
++NumTries;
}
void BPMiniGame_StrangerDanger::LevelDown() {
--Level;
++NumTries;
if (Level < 1) Level = 1;
++NumWrong;
}
void BPMiniGame_StrangerDanger::CreateLevel() {
if (NumTries > 8) {
Success();
}
Items.Clear();
CardTypes.Shuffle();
Coordinates.Shuffle();
int num_items = 1 + Level;
for (int i = 0; i < num_items; ++i) {
BPMiniGame_StrangerDanger_Item* item = new BPMiniGame_StrangerDanger_Item();
item->X = Coordinates[i]->X;
item->Y = Coordinates[i]->Y;
item->CardType = i;
Items.Add(item);
}
}
void BPMiniGame_StrangerDanger::RenderItems() {
switch (GameState) {
case FADE_IN:
case REMEMBER:
if (FlipBackground) {
TheGame->DrawImage(sfcBackground, 0, 0);
} else {
TheGame->DrawImage(sfcRemember, 0, 0);
}
break;
case FADE_OUT:
case GUESSING:
case CORRECT:
case WRONG:
if (FlipBackground) {
TheGame->DrawImage(sfcBackground, 0, 0);
} else {
TheGame->DrawImage(sfcRemember, 0, 0);
}
break;
}
for (int i = 0; i < Items.Count; ++i) {
BPMiniGame_StrangerDanger_Item* item = Items[i];
TheGame->DrawImage(CardTypes[item->CardType], item->X, item->Y);
}
if (GameState == CORRECT) {
RenderCorrect();
} else if (GameState == WRONG) {
RenderWrong();
}
}
void BPMiniGame_StrangerDanger::RenderGlow() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
sfcFlash->Draw(160, 208, 0.0f, AnimPos * 4, (*TheGame->White));
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void BPMiniGame_StrangerDanger::RenderWhiteFade() {
Colour col = Colour(1.0f, 1.0f, 1.0f, 1 - AnimPos);
TheGame->FillRectangle(col, 0, 0, 320, 480);
}
void BPMiniGame_StrangerDanger::SetGameState(MiniGameStates state) {
GameState = state;
AnimPos = 0.0f;
LastStateChange = TheGame->TickCount;
}
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