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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 "balloonblaster.h"
BPMiniGame_BalloonBlaster::BPMiniGame_BalloonBlaster(BPGame* game) : BPMiniGame(game) {
sfcBackground = TheGame->LoadBitmap("clouds", 320, 480);
Balloons = new vector<vector<BPMiniGame_BalloonBlaster_Balloon*>* >();
BalloonTypes = new BPPList<Texture*>();
sfcBalloonBlack = TheGame->LoadBitmap("balloon_black", 32, 45);
sfcPuff = TheGame->LoadBitmap("puff", 61, 61);
TimeStarted = 0;
TimePassed = 0;
SmartBombTime = -1;
SuccessTime = -1;
DisappearTime = 200;
Score = 0;
sfcScoreStr = sfcClock = NULL;
SetScore();
GameTitle = "Balloon Blaster";
GameHelp = "Pop balloons by tapping them - get three or more of the same colour to score. But watch out: pop one and you lose straight away, pop two and you lose lots of points. What's more, you have only two minutes!";
GameHelp2 = "The key to scoring high is to get as many similar-coloured balloons together as possible before popping them - even if that means popping one or two smaller groups first. Remember: if you're going to score lots of points then losing a few thousand first is a good investment!";
MiniGameType = LIVELY;
BalloonTypes->Add(TheGame->LoadBitmap("balloon_blue", 32, 45));
BalloonTypes->Add(TheGame->LoadBitmap("balloon_red", 32, 45));
BalloonTypes->Add(TheGame->LoadBitmap("balloon_purple", 32, 45));
BalloonTypes->Add(TheGame->LoadBitmap("balloon_green", 32, 45));
for (int j = 0; j < 7; ++j) {
vector<BPMiniGame_BalloonBlaster_Balloon*>* row = new vector<BPMiniGame_BalloonBlaster_Balloon*>();
for (int i = 0; i < 9; ++i) {
BPMiniGame_BalloonBlaster_Balloon* balloon = new BPMiniGame_BalloonBlaster_Balloon();
balloon->X = 4 + (i * 35);
balloon->Y = MiniGameHeight + (j * 50);
balloon->DestY = 10 + (j * 50);
balloon->Colour = TheGame->RandomRange(0, BalloonTypes->Count - 1);
row->push_back(balloon);
}
Balloons->push_back(row);
}
}
BPMiniGame_BalloonBlaster::~BPMiniGame_BalloonBlaster() {
SAFE_DELETE(sfcBackground);
SAFE_DELETE(sfcBalloonBlack);
SAFE_DELETE(sfcPuff);
vector<BPMiniGame_BalloonBlaster_Balloon*>* row;
BPMiniGame_BalloonBlaster_Balloon* balloon;
for (int i = 0; i < Balloons->size(); ++i) {
row = (*Balloons)[i];
for (int j = 0; j < row->size(); ++j) {
balloon = (*row)[j];
SAFE_DELETE(balloon);
}
row->clear();
SAFE_DELETE(row);
};
Balloons->clear();
SAFE_DELETE(Balloons);
SAFE_DELETE(sfcScoreStr);
SAFE_DELETE(sfcClock);
BalloonTypes->Clear();
SAFE_DELETE(BalloonTypes);
}
void BPMiniGame_BalloonBlaster::OnMouseUp() {
}
void BPMiniGame_BalloonBlaster::OnMouseMove() {
}
void BPMiniGame_BalloonBlaster::OnMouseDown() {
vector<BPMiniGame_BalloonBlaster_Balloon*>* row;
BPMiniGame_BalloonBlaster_Balloon* balloon;
for (int i = 0; i < Balloons->size(); ++i) {
row = (*Balloons)[i];
for (int j = 0; j < row->size(); ++j) {
balloon = (*row)[j];
if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, balloon->X, balloon->Y, 32, 45)) {
if (balloon->Colour == -1) {
TheGame->PlaySound("explosion");
int ScoreAdd = SmartBomb(balloon, i, j);
ScoreAdd = floor(pow(2.0f, min(16, ScoreAdd)));
ModifyScore(ScoreAdd);
} else {
int ScoreAdd = MatchBalloon(balloon, i, j);
switch (ScoreAdd) {
case 0:
break;
case 1:
Failure();
break;
case 2:
TheGame->PlaySound("balloon_pop");
ModifyScore(-100);
break;
default:
TheGame->PlaySound("balloon_pop");
ModifyScore(floor(pow(2.0f, min(16, ScoreAdd))));
break;
}
}
return;
}
}
}
}
int BPMiniGame_BalloonBlaster::SmartBomb(BPMiniGame_BalloonBlaster_Balloon* balloon, int row, int col) {
// this matches all adjacent balloons
int ThisScore = 0;
if (balloon->MatchTime == -1) {
balloon->MatchTime = TheGame->TickCount;
if (row > 0) {
if (col > 0) ThisScore += MatchBalloon((*(*Balloons)[row - 1])[col - 1], row - 1, col - 1);
ThisScore += MatchBalloon((*(*Balloons)[row - 1])[col], row - 1, col);
if (col < 8) ThisScore += MatchBalloon((*(*Balloons)[row - 1])[col + 1], row - 1, col + 1);
}
if (col > 0) ThisScore += MatchBalloon((*(*Balloons)[row])[col - 1], row, col - 1);
if (col < 8) ThisScore += MatchBalloon((*(*Balloons)[row])[col + 1], row, col + 1);
if (row < 5) {
if (col > 0) ThisScore += MatchBalloon((*(*Balloons)[row + 1])[col - 1], row + 1, col - 1);
ThisScore += MatchBalloon((*(*Balloons)[row + 1])[col], row + 1, col);
if (col < 8) ThisScore += MatchBalloon((*(*Balloons)[row + 1])[col + 1], row + 1, col + 1);
}
}
// used to give a quick white flash on the screen
SmartBombTime = TheGame->TickCount + 100;
return ThisScore;
}
void BPMiniGame_BalloonBlaster::ModifyScore(int adjust) {
Score += adjust;
if (Score < 0) Score = 0;
SetScore();
}
void BPMiniGame_BalloonBlaster::Start() {
TimeStarted = TheGame->TickCount;
}
int BPMiniGame_BalloonBlaster::GetWeight() {
return MinMax(Score / 490);
}
void BPMiniGame_BalloonBlaster::Render() {
if (SmartBombTime > TheGame->TickCount) {
// give a quick white flash for the smart bomb
TheGame->Clear(TheGame->White);
return;
}
TheGame->DrawImage(sfcBackground, 0, 0);
BPMiniGame_BalloonBlaster_Balloon* balloon;
for (int b = 0; b < Balloons->size(); ++b) {
vector<BPMiniGame_BalloonBlaster_Balloon*>* row = (*Balloons)[b];
for (int i = row->size() - 1; i >= 0; --i) {
balloon = (*row)[i];
if (balloon->MatchTime != -1) {
float diff = TheGame->TickCount - balloon->MatchTime;
if (diff <= DisappearTime) {
float step = diff / DisappearTime; // get a value between 0 and 1
Colour col = Colour(1.0f, 1.0f, 1.0f, 1 - step);
if (balloon->Colour == -1) {
TheGame->DrawImage(sfcBalloonBlack, balloon->X + sfcBalloonBlack->HalfWidth, balloon->Y + sfcBalloonBlack->HalfHeight, 0.0f, 1.0f + step, col);
} else {
TheGame->DrawImage((*BalloonTypes)[balloon->Colour], balloon->X + sfcBalloonBlack->HalfWidth, balloon->Y + sfcBalloonBlack->HalfHeight, 0.0f, 1.0f + step, col);
}
TheGame->DrawImage(sfcPuff, balloon->X + sfcBalloonBlack->HalfWidth, balloon->Y + sfcBalloonBlack->HalfHeight, 0.0f, 1.0f, col);
}
} else {
if (balloon->Colour == -1) {
TheGame->DrawImage(sfcBalloonBlack, balloon->X + + sfcBalloonBlack->HalfWidth, balloon->Y + sfcBalloonBlack->HalfHeight, 0.0f, 1.0f, (*TheGame->White));
} else {
TheGame->DrawImage((*BalloonTypes)[balloon->Colour], balloon->X + sfcBalloonBlack->HalfWidth, balloon->Y + sfcBalloonBlack->HalfHeight, 0.0f, 1.0f, (*TheGame->White));
}
}
}
}
if (!MarathonMode) {
TimePassed = TheGame->TickCount - TimeStarted;
TimePassed = 120000 - TimePassed;
if (TimePassed <= 0) {
if (SuccessTime == -1) {
SuccessTime = TheGame->TickCount;
Success();
}
}
if (sfcClock == NULL || RedrawClock()) {
TheGame->AllocString(&sfcClock, TheGame->TicksToTime(TimePassed)->c_str(), LARGE, 80, 47, LEFT);
}
TheGame->DrawString(sfcClock, BLACK, 235, 366);
}
TheGame->DrawString(sfcScoreStr, BLACK, 15, 367);
}
void BPMiniGame_BalloonBlaster::Tick() {
vector<BPMiniGame_BalloonBlaster_Balloon*>* row;
BPMiniGame_BalloonBlaster_Balloon* balloon;
BPMiniGame_BalloonBlaster_Balloon* copyballoon;
int MatchTimeout = TheGame->TickCount - DisappearTime;
for (int i = 0; i < Balloons->size(); ++i) {
row = (*Balloons)[i];
for (int j = row->size() - 1; j >= 0; --j) {
balloon = (*row)[j];
if (balloon->Y != balloon->DestY) {
++balloon->YSpeed;
balloon->Y -= balloon->YSpeed;
if (balloon->Y < balloon->DestY) {
balloon->Y = balloon->DestY;
balloon->YSpeed = 0;
}
}
if (balloon->MatchTime != -1 && balloon->MatchTime < MatchTimeout) {
SAFE_DELETE((*row)[j]);
row->erase(row->begin() + j);
// move all balloons up below me
for (int k = i + 1; k < Balloons->size(); ++k) {
copyballoon = (*(*Balloons)[k])[j];
(*Balloons)[k]->erase((*Balloons)[k]->begin() + j);
(*Balloons)[k - 1]->insert((*Balloons)[k - 1]->begin() + j, copyballoon);
copyballoon->DestY = 10 + ((k - 1) * 50);
}
BPMiniGame_BalloonBlaster_Balloon* newballoon = new BPMiniGame_BalloonBlaster_Balloon();
newballoon->X = 4 + (j * 35);
newballoon->Y = MiniGameHeight;
newballoon->DestY = 310;
if (TheGame->RandomRange(0, 100) == 56) {
newballoon->Colour = -1;
} else {
newballoon->Colour = TheGame->RandomRange(0, BalloonTypes->Count - 1);
}
(*Balloons)[Balloons->size() - 1]->insert((*Balloons)[Balloons->size() - 1]->begin() + j, newballoon);
}
}
}
}
int BPMiniGame_BalloonBlaster::MatchBalloon(BPMiniGame_BalloonBlaster_Balloon* balloon, int row, int col) {
int ThisScore = 0;
if (balloon->MatchTime == -1) {
balloon->MatchTime = TheGame->TickCount;
ThisScore = 1;
// now match all other identical balloons around it
if (row > 0) {
if ((*(*Balloons)[row - 1])[col]->Colour == balloon->Colour && (*(*Balloons)[row - 1])[col]->MatchTime == -1) {
ThisScore += MatchBalloon((*(*Balloons)[row - 1])[col], row - 1, col);
}
}
if (row < 6) {
if ((*(*Balloons)[row + 1])[col]->Colour == balloon->Colour && (*(*Balloons)[row + 1])[col]->MatchTime == -1) {
ThisScore += MatchBalloon((*(*Balloons)[row + 1])[col], row + 1, col);
}
}
if (col > 0) {
if ((*(*Balloons)[row])[col - 1]->Colour == balloon->Colour && (*(*Balloons)[row])[col - 1]->MatchTime == -1) {
ThisScore += MatchBalloon((*(*Balloons)[row])[col - 1], row, col - 1);
}
}
if (col < 8) {
if ((*(*Balloons)[row])[col + 1]->Colour == balloon->Colour && (*(*Balloons)[row])[col + 1]->MatchTime == -1) {
ThisScore += MatchBalloon((*(*Balloons)[row])[col + 1], row, col + 1);
}
}
}
return ThisScore;
}
void BPMiniGame_BalloonBlaster::SetMarathon() {
MarathonMode = true;
GameHelp = "Pop balloons by tapping them - get three or more of the same colour to score. But watch out: popping one or two is bad!";
}
void BPMiniGame_BalloonBlaster::SetScore() {
if (Score > 0) {
ostringstream str;
string score_str = TheGame->SeparateThousands(Score);
str << "Score: " << score_str;
TheGame->AllocString(&sfcScoreStr, str.str().c_str(), LARGE, 250, 50, LEFT);
} else {
TheGame->AllocString(&sfcScoreStr, "Score: 0", LARGE, 250, 50, LEFT);
}
}
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