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#pragma warning(disable:4244)
#pragma warning(disable:4018)
#include "Board.h"
#include "GameApp.h"
#include "Res.h"
#include "LevelupEffect.h"
#include "GameOverEffect.h"
#include "OptionsDialog.h"
#include "Graphics.h"
#include "Color.h"
#include "Rect.h"
#include "ButtonWidget.h"
#include "WidgetManager.h"
#include "ImageFont.h"
#include "SoundManager.h"
#include "SoundInstance.h"
#include "Buffer.h"
#include "MusicInterface.h"
#define _USE_MATH_DEFINES
#include <math.h>
// VC6 workaround
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
using namespace Sexy;
// How much faster the beam gets when you eat a planet
const float BEAM_INC_SPEED = 0.05f;
// Fastest the beam can go
const float MAX_BEAM_SPEED = 2.5f;
// Table of random planet names
const int NUM_PLANET_NAMES = 28;
const SexyString PLANET_NAME[] =
{_S("Deev-z"), _S("SEN-Hen"), _S("Wallach IX"), _S("Salusa Secundus"), _S("Ridiculous Prime"), _S("Architekt V"),
_S("Robot Republica"), _S("Ix"), _S("XOLDOG4000"), _S("Kliprok"), _S("TR-909"), _S("TR-808"), _S("TB-303"),
_S("DTR011"), _S("dTech"), _S("Rotwang"), _S("Sukhtek"), _S("Romulox"), _S("Dob Reevz"), _S("Skull XII"),
_S("Beefy Prime"), _S("Haas"), _S("Reifenrath"), _S("Gehner Subulon"), _S("ACE-DOGG"), _S("Charolastra"), _S("Nixd"), _S("BASS")};
// Table of random planet exports:
const int NUM_PLANET_EXPORTS = 23;
const SexyString PLANET_EXPORTS[] =
{_S("Happiness"), _S("Donkeys"), _S("Rabies"), _S("AstroPop"), _S("Idiocy"), _S("Minimal Techno"),
_S("Citizens"), _S("Pain-relieving Pants"), _S("The Quad-Laser"), _S("Septic Systems"), _S("Video Games"),
_S("Robots"), _S("Plaid"), _S("Octagons"), _S("Gingivitis"), _S("Recognizers"), _S("Electro"), _S("Sauce"),
_S("Kindness"), _S("Bison"), _S("Saline"), _S("Cholera"), _S("TyperShark")};
//////////////////////////////////////////////////////////////////////////
// Inline functions
//////////////////////////////////////////////////////////////////////////
// Given an X coordinate, returns the grid column it maps to
inline int GetCol(float x)
{
return (int) ((x - GRID_START_X) / GRID_PIX_SIZE);
}
// Given a Y coordinate, returns the grid row it maps to
inline int GetRow(float y)
{
return (int) ((y - GRID_START_Y) / GRID_PIX_SIZE);
}
// Given a grid column, returns the X pixel of the left edge of it
inline float GetColPix(int col)
{
return col * GRID_PIX_SIZE + GRID_START_X;
}
// Given a grid row, returns the Y pixel of the top edge of it
inline float GetRowPix(int row)
{
return row * GRID_PIX_SIZE + GRID_START_Y;
}
// Given an X coordinate, adjusts it so that it is aligned
// with the left edge of the grid square it's over
inline float GetAlignedX(float x)
{
return (float)GetCol(x) * GRID_PIX_SIZE + GRID_START_X;
}
// Given a Y coordinate, adjusts it so that it is aligned
// with the top edge of the grid square it's over
inline float GetAlignedY(float y)
{
return (float)GetRow(y) * GRID_PIX_SIZE + GRID_START_Y;
}
// Checks to see if the Y coordinate is in the grid's bounds.
// Needs to know if Hun-garr is oriented vertically or not
inline bool YCoordInBounds(float y, bool vertical)
{
int h = IMAGE_HUNGARR_HORIZ->GetHeight() / 2;
if ( (vertical && (y > GRID_START_Y + h) && (y < GRID_END_Y - h)) ||
(!vertical && (y > GRID_START_Y + 7) && (y < GRID_END_Y - 4)) )
return true;
return false;
}
// Checks to see if the X coordinate is in the grid's bounds
inline bool XCoordInBounds(float x)
{
if ((x > GRID_START_X + 9) && (x < GRID_END_X - 2))
return true;
return false;
}
// Checks to see if the column number points to a valid grid column
inline bool ValidCol(int col)
{
return ((col >= 0) && (col < GRID_WIDTH));
}
// Checks to see if the row number points to a valid grid row
inline bool ValidRow(int row)
{
return ((row >= 0) && (row < GRID_HEIGHT));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
Board::Board(GameApp* theApp)
{
mApp = theApp;
mHungarrIsVertical = true;
mLineSpeed = 1.0f;
mNumPlanetsEaten = 0;
mPercentComplete = 0;
mBorderHue = 0;
mFlashCount = 0;
mLives = 3;
mLevel = 1;
mScore = 0;
mBeamPulseAmt = 30;
mBeamPulseVal = 128;
// Put Hun-garr in a valid spot
UpdateHungarrPosition((int)GetColPix(4), (int)GetRowPix(4));
// Create a 2D array to hold the grid fill state that's of size
// GRID_WIDTH x GRID_HEIGHT
mGridState = new GridTile* [GRID_HEIGHT];
//vc6 workaround:
int i;
for (i = 0; i < GRID_HEIGHT; i++)
mGridState[i] = new GridTile[GRID_WIDTH];
mFillDirection = FILL_LEFT;
mFillSpeed = 20.0f;
mPlanetSpeed = 1.5f;
mPopulationEaten = mTotalPopulationEaten = 0;
mPauseLevel = 0;
// Create our starfield
for (i = 0; i < MAX_STARS; i++)
{
Star s;
s.mX = Rand() % mApp->mWidth;
s.mY = Rand() % mApp->mHeight;
int r = Rand() % 3;
switch (r)
{
case 0: s.mSpeed = 0.5f; s.mColor = Color(200, 200, 200, 128); break;
case 1: s.mSpeed = 0.25f; s.mColor = Color(100, 100, 100, 128); break;
case 2: s.mSpeed = 0.1f; s.mColor = Color(50, 50, 50, 128); break;
}
mStarField[i] = s;
}
mLevelupEffect = new LevelupEffect();
mGameOverEffect = new GameOverEffect();
mOptionsBtn = NULL;
// The shorting out, electrical sound of the beams moving. We use a SoundInstance pointer
// because we want to loop the sound while the beam is moving, and stop it when done.
// This is easiest done manually.
mShortSound = mApp->mSoundManager->GetSoundInstance(SOUND_BEAM_MOVING);
InitLevel(1);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
Board::~Board()
{
// Frees up the memory allocated to our manual SoundInstance pointer. Required.
mShortSound->Release();
for (int i = GRID_HEIGHT; i > 0; --i)
delete[] mGridState[i - 1];
delete[] mGridState;
delete mLevelupEffect;
delete mGameOverEffect;
delete mOptionsBtn;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Update()
{
// If paused, return and don't markdirty, whcih prevents drawing
// and the stealing of CPU cycles
if (mPauseLevel > 0)
return;
Widget::Update();
// HSL is an alternative to specifying an RGB color format.
// Using HSL lets us easily do the hyper blinking crazy weird
// flashing effect commonly found in old games, such as Robotron.
// Below, we increment the value by 6 per update. The &0xFF is an
// easy way to clamp the value between 0 and 255 instead of having to
// do a separate if (mHue > 255) mHue -= 255. This lets the value
// rollover and keep cycling.
if (--mFlashCount > 0)
mBorderHue = (mBorderHue + 6) % 0xFF;
if (mGameOverEffect->IsActive())
{
mGameOverEffect->Update();
// If the game over effect is in the proper state, we will
// be able to initialize the first level so that when it fades out,
// the level will appear underneath it.
if (mGameOverEffect->CanInitFirstLevel())
{
//Reset the critical variables:
mBorderHue = 0;
mFlashCount = 0;
mLives = 3;
mLevel = 1;
mScore = 0;
mFillDirection = FILL_LEFT;
mFillSpeed = 20.0f;
mPlanetSpeed = 1.5f;
mPopulationEaten = mTotalPopulationEaten = 0;
mPauseLevel = 0;
mLineSpeed = 1.0f;
mPlanetIdxCount.clear();
mExportIdxCount.clear();
mOptionsBtn->SetVisible(true);
mApp->mMusicInterface->FadeIn(0);
InitLevel(1);
}
}
// Make the beams that the player emits pulse with intensity
mBeamPulseVal += mBeamPulseAmt;
if (mBeamPulseVal >= 255)
{
mBeamPulseVal = 255;
mBeamPulseAmt = -mBeamPulseAmt;
}
else if (mBeamPulseVal <= 0)
{
mBeamPulseVal = 0;
mBeamPulseAmt = -mBeamPulseAmt;
}
MarkDirty();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::UpdateF(float theFrac)
{
if (mPauseLevel > 0)
return;
if (mFilling)
{
// If the beams have been released, update the filling of the grid
float amt = mFillSpeed * theFrac;
if (mFillDirection == FILL_RIGHT)
FillRight(amt);
else if (mFillDirection == FILL_LEFT)
FillLeft(amt);
else if (mFillDirection == FILL_UP)
FillUp(amt);
else if (mFillDirection == FILL_DOWN)
FillDown(amt);
// Check what % full the filled regions are if it's done filling
if (!mFilling)
UpdatePercentComplete();
}
// Make the bonus text float upwards and fade it out over time.
std::vector<BonusText>::iterator it = mBonusText.begin();
while (it != mBonusText.end())
{
BonusText* bt = &*it;
bt->mY -= 1.00f * theFrac;
bt->mHue = (bt->mHue + 5) % 0xFF;
if (--bt->mAlpha <= 0)
{
//Totally faded out, remove it
it = mBonusText.erase(it);
}
else
++it;
}
// Move the starfield. If a start gets beyond the screen,
// randomly place it offscreen again
int i;
for (i = 0; i < MAX_STARS; i++)
{
Star* s = &mStarField[i];
s->mX += s->mSpeed;
if (s->mX > mWidth)
{
s->mX = -5;
s->mY = Rand() % mHeight;
}
}
if ((!mMovingLine1.mDone || !mMovingLine2.mDone) && !mGameOverEffect->IsActive())
MoveLines(theFrac);
// If we're allowed to show the planets and the game isn't paused and the game
// over effect isn't playing, then we can move the planets around
if ((!mLevelupEffect->HidePlanets() || (mPauseLevel > 0)) && !mGameOverEffect->IsActive())
{
// Move the planets
int w = IMAGE_PLANETS->GetCelWidth();
int h = IMAGE_PLANETS->GetCelHeight();
// Instead of playing the explosion sound every time a planet gets destroyed, we'll
// only play it once. That way, if you destroy more than 1 planet in one go, you won't
// hear the same sound played multipled times at once, which would result in this loud,
// hideous, flanging sound.
bool playSound = false;
for (int i = 0; i < mPlanets.size(); i++)
{
Planet* p = &mPlanets[i];
// Again, the timer is used solely for incrementing the animation frames
++p->mTimer;
if (!p->mExploding)
{
if (MovePlanet(p, theFrac))
playSound = true; // Returns true if the planet is to explode
}
else
{
if ((p->mTimer % p->mExplodeSpeed) == 0)
{
if (++p->mExplodeFrame >= IMAGE_BOMB_RADIAL_DEATH->mNumCols)
{
mPlanets.erase(mPlanets.begin() + i);
--i;
}
}
}
}
if (playSound)
mApp->PlaySample(SOUND_PLANET);
}
// update and move the particles. When they have reached
// their last frame, remove them.
for (i = 0; i < mParticles.size(); i++)
{
Particle* p = &mParticles[i];
++p->mTimer;
p->mX += p->mVX * theFrac;
p->mY += p->mVY * theFrac;
p->mVY += 0.1f;
if (p->mTimer % 6 == 0)
{
if (++p->mFrame >= IMAGE_PARTICLE_LIGHTNING->mNumCols)
{
mParticles.erase(mParticles.begin() + i);
--i;
}
}
}
if (mLevelupEffect->IsActive())
{
mLevelupEffect->Update(theFrac);
// If the proper state is reached in the level up effect, then we can begin
// setting up the next level.
if (mLevelupEffect->StartNextLevel())
{
// Just finished, start the next level
mOptionsBtn->SetVisible(true);
InitLevel(mLevel + 1);
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::FillRight(float amt)
{
bool change = true;
// Fill the entire line, moving rightward
for (int y = mFillRegion.mTop; y <= mFillRegion.mBottom; y++)
{
GridTile* gt = &mGridState[y][mFillRegion.mLeft];
// We only want to fill those pieces that are in the GRID_FILLING state
if (gt->mFillState == GRID_FILLING)
{
// This piece is filling up, expand its width
gt->mFillRect.mWidth += amt;
// If the width exceeds that of the grid piece, overflow the result
// into the tile next to it so that the filling appears continuous.
if (gt->mFillRect.mWidth >= GRID_PIX_SIZE)
{
float overflow = gt->mFillRect.mWidth - GRID_PIX_SIZE;
gt->mFillState = GRID_FILLED;
gt->mFillRect.mWidth = GRID_PIX_SIZE;
//overflow into next column, if the next column is within our
//fill region and if the piece is in the normal tile state.
if (mFillRegion.mLeft + 1 <= mFillRegion.mRight)
if (mGridState[y][mFillRegion.mLeft + 1].mFillState == GRID_NORMAL)
mGridState[y][mFillRegion.mLeft + 1].mFillRect.mWidth += overflow;
}
else
change = false;
}
}
//if "change" is true, then move one column right and begin filling in that column next
//time this function is called. If there are no more columns to fill, we're done.
if (change && (++mFillRegion.mLeft > mFillRegion.mRight))
mFilling = false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::FillLeft(float amt)
{
float leftX = GetColPix(mFillRegion.mRight);
bool change = true;
//This algorithm works just like FillRight except that it's filling
//from the right side of the grid piece instead of the left, so there's
//a couple extra calculations.
for (int y = mFillRegion.mTop; y <= mFillRegion.mBottom; y++)
{
GridTile* gt = &mGridState[y][mFillRegion.mRight];
if (gt->mFillState == GRID_FILLING)
{
gt->mFillRect.mWidth += amt;
gt->mFillRect.mX -= amt;
if ((gt->mFillRect.mWidth >= GRID_PIX_SIZE) || (gt->mFillRect.mX < leftX))
{
float overflow = gt->mFillRect.mWidth - GRID_PIX_SIZE;
gt->mFillState = GRID_FILLED;
gt->mFillRect.mWidth = GRID_PIX_SIZE;
gt->mFillRect.mX = leftX;
//overflow into next column
if (mFillRegion.mRight - 1 >= mFillRegion.mLeft)
{
if (mGridState[y][mFillRegion.mRight - 1].mFillState == GRID_NORMAL)
{
mGridState[y][mFillRegion.mRight - 1].mFillRect.mWidth += overflow;
mGridState[y][mFillRegion.mRight - 1].mFillRect.mX -= overflow;
}
}
}
else
change = false;
}
}
if (change && (--mFillRegion.mRight < mFillRegion.mLeft))
mFilling = false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::FillUp(float amt)
{
bool change = true;
float topY = GetRowPix(mFillRegion.mBottom);
//This algorithm works just like FillRight except that it's filling
//from the bottom side of the grid piece instead of the left, so there's
//a couple extra calculations.
for (int x = mFillRegion.mLeft; x <= mFillRegion.mRight; x++)
{
GridTile* gt = &mGridState[mFillRegion.mBottom][x];
if (gt->mFillState == GRID_FILLING)
{
gt->mFillRect.mHeight += amt;
gt->mFillRect.mY -= amt;
if ((gt->mFillRect.mHeight >= GRID_PIX_SIZE) || (gt->mFillRect.mY < topY))
{
float overflow = gt->mFillRect.mHeight - GRID_PIX_SIZE;
gt->mFillState = GRID_FILLED;
gt->mFillRect.mHeight = GRID_PIX_SIZE;
gt->mFillRect.mY = topY;
//overflow into next row
if (mFillRegion.mBottom - 1 > mFillRegion.mTop)
{
if (mGridState[mFillRegion.mBottom - 1][x].mFillState == GRID_NORMAL)
{
mGridState[mFillRegion.mBottom - 1][x].mFillRect.mHeight += overflow;
mGridState[mFillRegion.mBottom - 1][x].mFillRect.mY -= overflow;
}
}
}
else
change = false;
}
}
if (change && (--mFillRegion.mBottom < mFillRegion.mTop))
mFilling = false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::FillDown(float amt)
{
bool change = true;
//This algorithm works just like FillRight except that it's filling
//from the top side of the grid piece instead of the left.
for (int x = mFillRegion.mLeft; x <= mFillRegion.mRight; x++)
{
GridTile* gt = &mGridState[mFillRegion.mTop][x];
if (gt->mFillState == GRID_FILLING)
{
gt->mFillRect.mHeight += amt;
if (gt->mFillRect.mHeight >= GRID_PIX_SIZE)
{
float overflow = gt->mFillRect.mHeight - GRID_PIX_SIZE;
gt->mFillState = GRID_FILLED;
gt->mFillRect.mHeight = GRID_PIX_SIZE;
//overflow into next row
if (mFillRegion.mTop + 1 <= mFillRegion.mBottom)
if (mGridState[mFillRegion.mTop + 1][x].mFillState == GRID_NORMAL)
mGridState[mFillRegion.mTop + 1][x].mFillRect.mHeight += overflow;
}
else
change = false;
}
}
if (change && (++mFillRegion.mTop > mFillRegion.mBottom))
mFilling = false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::MoveLines(float theFrac)
{
// Move the lines, differently depending on if they are oriented verticall
// or horizontally. When a line reaches its target, it is done, and planets
// can bounce off of it. When both lines are done, we will calculate the region
// to fill.
int numDone = 0;
if (!mMovingLine1.mDone)
{
float amt = -mLineSpeed * theFrac;
if (mMovingLine1.mIsVertical)
{
mMovingLine1.mY += amt;
mMovingLine1.mHeight += fabsf(amt);
if (mMovingLine1.mY <= mMovingLine1.mTargetY)
{
mMovingLine1.mY = mMovingLine1.mTargetY;
mMovingLine1.mDone = true;
++numDone;
}
}
else
{
mMovingLine1.mX += amt;
mMovingLine1.mWidth += fabsf(amt);
if (mMovingLine1.mX <= mMovingLine1.mTargetX)
{
mMovingLine1.mX = mMovingLine1.mTargetX;
mMovingLine1.mDone = true;
++numDone;
}
}
}
if (!mMovingLine2.mDone)
{
float amt = mLineSpeed * theFrac;
if (mMovingLine2.mIsVertical)
{
mMovingLine2.mHeight += amt;
if (mMovingLine2.mY + mMovingLine2.mHeight >= mMovingLine2.mTargetY)
{
mMovingLine2.mHeight = mMovingLine2.mTargetY - mMovingLine2.mY;
mMovingLine2.mDone = true;
++numDone;
}
}
else
{
mMovingLine2.mWidth += amt;
if (mMovingLine2.mX + mMovingLine2.mWidth >= mMovingLine2.mTargetX)
{
mMovingLine2.mWidth = mMovingLine2.mTargetX - mMovingLine2.mX;
mMovingLine2.mDone = true;
++numDone;
}
}
}
// While at least one of the lines is still moving, make a bunch of sparks shower off
// the edge of them. In non-3d mode, we'll only emit half the sparks to reduce the CPU time consumed.
if (!mMovingLine2.mDone || !mMovingLine1.mDone)
{
int modVal = gSexyAppBase->Is3DAccelerated() ? 2 : 4;
if (mUpdateCnt % modVal == 0)
EmitSparks();
}
// If both are done at the same time, or both are done but perhaps one completed earlier than the other,
// then it's time to compute the fill region.
if ((numDone == 2) || ((numDone == 1) && mMovingLine1.mDone && mMovingLine2.mDone))
{
mFilling = true;
CalculateFillRegions();
}
// Quit playing the electrical shorting out sound when both lines are broken or
// done or any combination of the two.
if ((mMovingLine1.mDone && mMovingLine2.mDone) ||
(mMovingLine1.mBroken && mMovingLine2.mDone) ||
(mMovingLine2.mBroken && mMovingLine1.mDone))
mShortSound->Stop();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Draw(Graphics* g)
{
g->SetColor(Color::Black);
g->FillRect(0, 0, mWidth, mHeight);
int incAmt = gSexyAppBase->Is3DAccelerated() ? 1 : 2;
// Draw less starts if not in 3D mode to reduce CPU usage, since they aren't a critical feature
for (int i = 0; i < MAX_STARS; i += incAmt)
{
Star* s = &mStarField[i];
g->SetColor(s->mColor);
g->FillRect((int)s->mX, (int)s->mY, 1, 1);
}
// We don't draw the other game elements under certain conditions, like
// if the level up and game over effects are in a few particular states.
if (!mLevelupEffect->HideBoard() && !mGameOverEffect->HideBoard())
{
DrawGrid(g);
DrawUI(g);
// To prevent cheating, don't draw planets if the game is paused.
// Also don't show them during certain points of the level up effect
if (!mLevelupEffect->HidePlanets() || (mPauseLevel > 0))
DrawPlanets(g);
if (!mGameOverEffect->IsActive())
DrawMovingBeams(g);
DrawHungarr(g);
}
if (mLevelupEffect->IsActive())
mLevelupEffect->Draw(g);
if (mGameOverEffect->IsActive())
mGameOverEffect->Draw(g);
if (mPauseLevel > 0)
{
// Paused: draw an overlay
g->SetColor(Color(0, 0, 0, 128));
g->FillRect(0, 0, mWidth, mHeight);
g->SetColor(Color::White);
g->SetFont(FONT_HUNGARR);
g->DrawString(_S("PAUSED"), mWidth / 2 - FONT_HUNGARR->StringWidth(_S("PAUSED")) / 2, mHeight / 2);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawGrid(Graphics* g)
{
// Draw an outline around the whole grid region. See LevelUpEffect.cpp or
// GameOverEffect.cpp for full details on using HSL instead of RGB for color and
// why it's useful.
if (mFlashCount > 0)
g->SetColor(mApp->HSLToRGB(mBorderHue, 255, 128) & 0xFFFFFFFF);
else
g->SetColor(Color(255, 0, 0, 64));
// grid outline:
g->FillRect(0, GRID_START_Y, GRID_START_X, mHeight - GRID_START_Y);
g->FillRect(0, GRID_START_Y - GRID_PIX_SIZE, mWidth, GRID_PIX_SIZE);
g->FillRect(GRID_END_X, GRID_START_Y, mWidth - GRID_END_X, mHeight - GRID_START_Y);
g->FillRect(GRID_START_X, GRID_END_Y, GRID_END_X - GRID_START_X, mHeight - GRID_END_Y);
// To make a weird pattern, a few of the grid pieces will be more brightly
// colored than the others, if they are in the normal state.
bool startBright = true;
for (int y = 0; y < GRID_HEIGHT; y++)
{
int drawY = (int)GetRowPix(y);
for (int x = 0; x < GRID_WIDTH; x++)
{
int drawX = (int)GetColPix(x);
int state = mGridState[y][x].mFillState;
if (state == GRID_FILLING)
{
// The grid piece is in the process of filling up. Draw a different colored rectangle for the
// filled in part, and then draw the rest normally.
FRect* fr = &mGridState[y][x].mFillRect;
Rect normalRect;
if (mFillDirection == FILL_RIGHT)
normalRect = Rect((int)fr->mX + (int)fr->mWidth, drawY, GRID_PIX_SIZE - (int)fr->mWidth + 1, GRID_PIX_SIZE);
else if (mFillDirection == FILL_LEFT)
normalRect = Rect(drawX, drawY, GRID_PIX_SIZE - (int)fr->mWidth, GRID_PIX_SIZE);
else if (mFillDirection == FILL_UP)
normalRect = Rect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE - (int)fr->mHeight);
else
normalRect = Rect(drawX, (int)fr->mY + (int)fr->mHeight, GRID_PIX_SIZE, GRID_PIX_SIZE - (int)fr->mHeight + 1);
if ((normalRect.mWidth > 0) && (normalRect.mHeight > 0))
{
g->SetColor(Color(255, 255, 0, startBright && (x % 2 == 0) ? 128 : 64));
g->FillRect(normalRect);
g->SetColor(Color(0, 0, 0));
g->DrawRect(normalRect);
}
g->SetColor(Color(255, 255, 0, 100));
FillRectF(g, *fr);
}
else if (state == GRID_NORMAL)
{
// Just draw the grid piece normally, with a black outline around it.
g->SetColor(Color(255, 255, 0, startBright && (x % 3 == 0) ? 64 : 32));
g->FillRect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE);
g->SetColor(Color(0, 0, 0));
g->DrawRect(drawX, drawY, GRID_PIX_SIZE, GRID_PIX_SIZE);
}
else
{
// The piece is completely filled in, just fill the whole rectangle
g->SetColor(Color(255, 255, 0, 100));
FillRectF(g, mGridState[y][x].mFillRect);
}
}
startBright = !startBright;
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawUI(Graphics* g)
{
int ascent = FONT_HUNGARR->GetAscent();
int height = FONT_HUNGARR->GetHeight();
g->SetFont(FONT_HUNGARR);
SexyString s;
int rightX = FONT_HUNGARR->StringWidth(_S("POPULATION CONSUMED: ")) + 5;
int strWidth;
s = _S("WORLDS DEVOURED: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, rightX - strWidth, ascent);
g->SetColor(Color(255, 0, 0, 200));
g->DrawString(StrFormat(_S("%d"), mNumPlanetsEaten), rightX - 5, ascent);
s = _S("POPULATION CONSUMED: ");
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, 5, height * 2);
g->SetColor(Color(255, 0, 0, 200));
g->DrawString(CommaSeperate(mPopulationEaten), rightX - 5, height * 2);
s = _S("SCORE: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, rightX - strWidth, height * 3);
g->SetColor(Color(255, 255, 0, 200));
g->DrawString(StrFormat(_S("%s"), CommaSeperate(mScore).c_str()), rightX - 5, height * 3);
int x = 380;
s = _S("SYSTEMS SUBJUGATED: ");
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, x, ascent);
g->SetColor(Color(255, 0, 0, 200));
g->DrawString(StrFormat(_S("%d%%"), mPercentComplete), x + FONT_HUNGARR->StringWidth(s), ascent);
s = _S("LIVES: ");
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, x, height * 2);
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawImage(IMAGE_HUNGARR_SMALL, strWidth + x, ascent);
g->SetColor(Color(255, 0, 0, 200));
g->DrawString(StrFormat(_S("x%d"), mLives), x + 10 + strWidth + IMAGE_HUNGARR_SMALL->GetWidth(), height * 2);
s = _S("LEVEL: ");
g->SetColor(Color(255, 255, 255, 128));
g->DrawString(s, x, height * 3);
g->SetColor(Color(255, 255, 0, 200));
g->DrawString(StrFormat(_S("%d"), mLevel), x + FONT_HUNGARR->StringWidth(s), height * 3);
for (int i = 0; i < mBonusText.size(); i++)
{
BonusText* bt = &mBonusText[i];
g->SetColor( (mApp->HSLToRGB(bt->mHue, 255, 128) & 0xFFFFFF) | (bt->mAlpha << 24) );
g->DrawString(bt->mText, (int)bt->mX, (int)bt->mY);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Beam1DrawHelper(Graphics* g)
{
// In 3D mode we'll use the DrawImageF versions since they look nicer and
// perform anti-aliasing, and make floating point movement appear smoother.
// Since they are more taxing, we'll use the default integer routines if hardware
// mode is not available.
// The offsets you see were taken from the actual image itself. You'll notice
// that the image has a lot of blank space around the actual beam, so we move things
// around a bit to get a nice aligned look. You'd either just play around with these
// numbers till it looked right, or your artist would inform you.
if (mMovingLine1.mIsVertical)
{
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mMovingLine1.mX - 8, mMovingLine1.mY,
Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), (int)mMovingLine1.mHeight));
}
else
{
g->DrawImage(IMAGE_HUNGARR_BEAM_UP, (int)mMovingLine1.mX - 8, (int)mMovingLine1.mY,
Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), (int)mMovingLine1.mHeight));
}
}
else
{
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mMovingLine1.mX, mMovingLine1.mY - 8,
Rect(0, 0, (int)mMovingLine1.mWidth, IMAGE_HUNGARR_BEAM_LEFT->GetHeight()));
}
else
{
g->DrawImage(IMAGE_HUNGARR_BEAM_LEFT, (int)mMovingLine1.mX, (int)mMovingLine1.mY - 8,
Rect(0, 0, (int)mMovingLine1.mWidth, IMAGE_HUNGARR_BEAM_LEFT->GetHeight()));
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Beam2DrawHelper(Graphics* g)
{
// In 3D mode we'll use the DrawImageF versions since they look nicer and
// perform anti-aliasing, and make floating point movement appear smoother.
// Since they are more taxing, we'll use the default integer routines if hardware
// mode is not available.
// The offsets you see were taken from the actual image itself. You'll notice
// that the image has a lot of blank space around the actual beam, so we move things
// around a bit to get a nice aligned look. You'd either just play around with these
// numbers till it looked right, or your artist would inform you.
if (mMovingLine2.mIsVertical)
{
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mMovingLine2.mX - 8, mMovingLine2.mY - 1,
Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - (int)mMovingLine2.mHeight,
IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), (int)mMovingLine2.mHeight));
}
else
{
g->DrawImage(IMAGE_HUNGARR_BEAM_DOWN, (int)mMovingLine2.mX - 8, (int)mMovingLine2.mY - 1,
Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - (int)mMovingLine2.mHeight,
IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), (int)mMovingLine2.mHeight));
}
}
else
{
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, (int)mMovingLine2.mX - 1, (int)mMovingLine2.mY - 8,
Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - (int)mMovingLine2.mWidth, 0,
(int)mMovingLine2.mWidth, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight()));
}
else
{
g->DrawImage(IMAGE_HUNGARR_BEAM_RIGHT, (int)mMovingLine2.mX - 1, (int)mMovingLine2.mY - 8,
Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - (int)mMovingLine2.mWidth, 0,
(int)mMovingLine2.mWidth, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight()));
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawMovingBeams(Graphics* g)
{
// If the beams are moving, then draw them. Make them pulse too. You make a
// pulsing effect like we did in the previous demos: draw the image a second time on
// top of the original additively, and colorize the image, setting the RGB values to
// a different intensity. The result is an image that gets brighter and dimmer over time.
if (!mMovingLine1.mBroken && (!mMovingLine1.mDone || mFilling || !mMovingLine2.mDone))
{
Beam1DrawHelper(g);
if (!mMovingLine1.mDone)
{
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->SetColorizeImages(true);
g->SetColor(Color(mBeamPulseVal, mBeamPulseVal, mBeamPulseVal));
Beam1DrawHelper(g);
g->SetColorizeImages(false);
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
}
if (!mMovingLine2.mDone || mFilling || !mMovingLine1.mDone)
{
Beam2DrawHelper(g);
if (!mMovingLine2.mDone)
{
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->SetColorizeImages(true);
g->SetColor(Color(mBeamPulseVal, mBeamPulseVal, mBeamPulseVal));
Beam2DrawHelper(g);
g->SetColorizeImages(false);
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
}
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
for (int i = 0; i < mParticles.size(); i++)
{
Particle* p = &mParticles[i];
g->DrawImageCel(IMAGE_PARTICLE_LIGHTNING, (int)p->mX, (int)p->mY, p->mFrame);
}
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawPlanets(Graphics* g)
{
// If the user has 3d, we'll rotate the planets using the floating point
// smooth rotation function. If they don't, we'll avoid rotating at all to
// save on CPU cycles and keep the framerate up.
int w = IMAGE_PLANETS->GetCelWidth();
int h = IMAGE_PLANETS->GetCelHeight();
for (int i = 0; i < mPlanets.size(); i++)
{
Planet* p = &mPlanets[i];
if (p->mExploding)
{
g->DrawImageCel(IMAGE_BOMB_RADIAL_DEATH,
(int)p->mX - (IMAGE_BOMB_RADIAL_DEATH->GetCelWidth() / 2 + w / 2),
(int)p->mY - (IMAGE_BOMB_RADIAL_DEATH->GetCelHeight() / 2 + h / 2),
p->mExplodeFrame);
}
else
{
Rect r = Rect(p->mImgCol * w, 0, w, IMAGE_PLANETS->GetCelHeight());
if (gSexyAppBase->Is3DAccelerated())
g->DrawImageRotatedF(IMAGE_PLANETS, p->mX, p->mY, p->mRotationAngle, &r);
else
g->DrawImage(IMAGE_PLANETS, (int)p->mX, (int)p->mY, r);
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawHungarrVertBeamsHelper(Graphics* g)
{
// This draws the two little static beams that are always attached to
// Hun-garr's bitmap. If the user has hardware acceleration, we'll
// draw the beams pulsating. If not, we'll skip it since it's time consuming
// and doesn't hurt the game any. It'd be worse to drop the framrate by a few FPS
// for this effect.
int h = IMAGE_HUNGARR_VERT->GetHeight() / 2;
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mLine1X, mLine1Y,
Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h));
g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mLine2X, mLine2Y,
Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h));
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->SetColorizeImages(true);
g->SetColor(Color(255, 255, 255, mBeamPulseVal));
g->DrawImageF(IMAGE_HUNGARR_BEAM_UP, mLine1X, mLine1Y,
Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h));
g->DrawImageF(IMAGE_HUNGARR_BEAM_DOWN, mLine2X, mLine2Y,
Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h));
g->SetColorizeImages(false);
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
else
{
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->DrawImage(IMAGE_HUNGARR_BEAM_UP, (int)mLine1X, (int)mLine1Y,
Rect(0, 0, IMAGE_HUNGARR_BEAM_UP->GetWidth(), h));
g->DrawImage(IMAGE_HUNGARR_BEAM_DOWN, (int)mLine2X, (int)mLine2Y,
Rect(0, IMAGE_HUNGARR_BEAM_DOWN->GetHeight() - h, IMAGE_HUNGARR_BEAM_DOWN->GetWidth(), h));
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawHungarrHorizBeamsHelper(Graphics* g)
{
// This draws the two little static beams that are always attached to
// Hun-garr's bitmap. If the user has hardware acceleration, we'll
// draw the beams pulsating. If not, we'll skip it since it's time consuming
// and doesn't hurt the game any. It'd be worse to drop the framrate by a few FPS
// for this effect.
int w = IMAGE_HUNGARR_HORIZ->GetWidth() / 2;
if (gSexyAppBase->Is3DAccelerated())
{
g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mLine1X, mLine1Y,
Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight()));
g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, mLine2X, mLine2Y,
Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight()));
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->SetColorizeImages(true);
g->SetColor(Color(255, 255, 255, mBeamPulseVal));
g->DrawImageF(IMAGE_HUNGARR_BEAM_LEFT, mLine1X, mLine1Y,
Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight()));
g->DrawImageF(IMAGE_HUNGARR_BEAM_RIGHT, mLine2X, mLine2Y,
Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight()));
g->SetColorizeImages(false);
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
else
{
g->SetDrawMode(Graphics::DRAWMODE_ADDITIVE);
g->DrawImage(IMAGE_HUNGARR_BEAM_LEFT, (int)mLine1X, (int)mLine1Y,
Rect(0, 0, w, IMAGE_HUNGARR_BEAM_LEFT->GetHeight()));
g->DrawImage(IMAGE_HUNGARR_BEAM_RIGHT, (int)mLine2X, (int)mLine2Y,
Rect(IMAGE_HUNGARR_BEAM_RIGHT->GetWidth() - w, 0, w, IMAGE_HUNGARR_BEAM_RIGHT->GetHeight()));
g->SetDrawMode(Graphics::DRAWMODE_NORMAL);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::DrawHungarr(Graphics* g)
{
// again, we use the floating point functions instead of the integer ones
// if the user has a 3d card.
bool is3d = gSexyAppBase->Is3DAccelerated();
if (mHungarrIsVertical)
{
DrawHungarrVertBeamsHelper(g);
if (is3d)
g->DrawImageF(IMAGE_HUNGARR_VERT, mHungarrX, mHungarrY);
else
g->DrawImage(IMAGE_HUNGARR_VERT, mHungarrX, mHungarrY);
}
else
{
DrawHungarrHorizBeamsHelper(g);
if (is3d)
g->DrawImageF(IMAGE_HUNGARR_HORIZ, mHungarrX, mHungarrY);
else
g->DrawImage(IMAGE_HUNGARR_HORIZ, mHungarrX, mHungarrY);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::AddedToManager(WidgetManager* theWidgetManager)
{
Widget::AddedToManager(theWidgetManager);
mOptionsBtn = new ButtonWidget(1, this);
mOptionsBtn->SetFont(FONT_DEFAULT);
mOptionsBtn->mLabel = _S("Options");
mOptionsBtn->SetColor(ButtonWidget::COLOR_LABEL, Color::White);
mOptionsBtn->SetColor(ButtonWidget::COLOR_LABEL_HILITE, Color::White);
mOptionsBtn->mOverImage = IMAGE_BUTTON_OVER;
mOptionsBtn->mDownImage = IMAGE_BUTTON_DOWN;
mOptionsBtn->mButtonImage = IMAGE_BUTTON_NORMAL;
mOptionsBtn->mDoFinger = true;
mOptionsBtn->Resize(gSexyAppBase->mWidth - IMAGE_BUTTON_NORMAL->GetWidth() - 10, FONT_HUNGARR->GetHeight() * 3 - 20,
IMAGE_BUTTON_NORMAL->GetWidth(), IMAGE_BUTTON_NORMAL->GetHeight());
theWidgetManager->AddWidget(mOptionsBtn);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::RemovedFromManager(WidgetManager* theWidgetManager)
{
Widget::RemovedFromManager(theWidgetManager);
theWidgetManager->RemoveWidget(mOptionsBtn);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::ButtonDepress(int theId)
{
// Play a sound whenever the options button is depressed/sad.
if (theId == mOptionsBtn->mId)
{
// Stop the shorting sound if it's playing, otherwise it's annoying
mShortSound->Stop();
mApp->PlaySample(SOUND_BUTTON);
Pause(true);
OptionsDialog* od = new OptionsDialog(this);
od->Resize(mWidth / 2 - 200, mHeight / 2 - 175, 400, 350);
mApp->AddDialog(OptionsDialog::DIALOG_ID, od);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::MouseMove(int x, int y)
{
UpdateHungarrPosition(x, y);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::MouseDrag(int x, int y)
{
UpdateHungarrPosition(x, y);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::MouseDown(int x, int y, int theClickCount)
{
// if the level up effect is displaying stats, or the game over effect is too,
// and the user clicked, then start the next phase
if (mLevelupEffect->ShowingStats())
mLevelupEffect->DoneViewingStats();
if (mGameOverEffect->CanStartNewGame())
mGameOverEffect->DoneViewingStats();
// ignore mouse clicks when paused or an effect is on screen and the user has no reason to click
if (mLevelupEffect->IsActive() || (mPauseLevel > 0) || (mGameOverEffect->IsActive() && !mGameOverEffect->CanStartNewGame()))
return;
// On a right click, if the click was within the grid bounds, switch hungarr's orientation
if ((theClickCount < 0) && XCoordInBounds(x) && YCoordInBounds(y, mHungarrIsVertical))
mHungarrIsVertical = !mHungarrIsVertical;
else if ((theClickCount > 0) && mMovingLine1.mDone && mMovingLine2.mDone && !mFilling)
{
//left click, and there's no lines moving: drop two new lines
// Make sure the user didn't click on a planet which would instantly kill them
FRect hungarrRect = FRect(mHungarrX, mHungarrY, IMAGE_HUNGARR_HORIZ->mWidth, IMAGE_HUNGARR_HORIZ->mHeight);
for (int i = 0; i < mPlanets.size(); i++)
{
Planet* p = &mPlanets[i];
FRect planetRect = FRect(p->mX, p->mY, IMAGE_PLANETS->GetCelWidth(), IMAGE_PLANETS->GetCelHeight());
if (planetRect.Intersects(hungarrRect))
return;
}
mApp->PlaySample(SOUND_MAGZAP);
// start the electrical shorting sound
mShortSound->Play(true, false);
mMovingLine1.mDone = mMovingLine2.mDone = false;
mMovingLine1.mBroken = mMovingLine2.mBroken = false;
int midX = IMAGE_HUNGARR_HORIZ->GetWidth() / 2;
int midY = IMAGE_HUNGARR_HORIZ->GetHeight() / 2;
//Align the XYs of the lines to the grid, and set the target coordinates to the
//closest normal state tile.
if (mHungarrIsVertical)
{
mMovingLine1.mIsVertical = mMovingLine2.mIsVertical = true;
mMovingLine1.mX = mMovingLine2.mX = GetAlignedX(mHungarrX + midX);
mMovingLine1.mY = mMovingLine2.mY = GetAlignedY(mHungarrY + midY);
mMovingLine1.mHeight = 1;
mMovingLine2.mHeight = 13;
mMovingLine1.mWidth = mMovingLine2.mWidth = GRID_PIX_SIZE;
mMovingLine1.mTargetY = mMovingLine2.mTargetY = mMovingLine1.mY;
mMovingLine1.mTargetX = mMovingLine2.mTargetX = mMovingLine1.mX;
// Make sure the target coords end at a tile that's normal. If not, keep moving them
int row = GetRow(mMovingLine1.mTargetY);
int col = GetCol(mMovingLine1.mTargetX);
// Tile immediately below is not valid
if (mGridState[row][col].mFillState != GRID_NORMAL)
return;
while ((row >= 0) && (mGridState[row][col].mFillState == GRID_NORMAL))
{
mMovingLine1.mTargetY -= GRID_PIX_SIZE;
--row;
}
// Make it end on the last valid tile. The loop above makes it leave
// on an invalid tile
mMovingLine1.mTargetY += GRID_PIX_SIZE;
row = GetRow(mMovingLine2.mTargetY);
col = GetCol(mMovingLine2.mTargetX);
while ((row < GRID_HEIGHT) && (mGridState[row][col].mFillState == GRID_NORMAL))
{
mMovingLine2.mTargetY += GRID_PIX_SIZE;
++row;
}
if (mMovingLine1.mTargetY > mMovingLine2.mTargetY)
mMovingLine1.mDone = mMovingLine2.mDone = true;
}
else
{
mMovingLine1.mIsVertical = mMovingLine2.mIsVertical = false;
mMovingLine1.mX = mMovingLine2.mX = GetAlignedX(mHungarrX + midX);
mMovingLine1.mY = mMovingLine2.mY = GetAlignedY(mHungarrY + midY);
mMovingLine1.mWidth = 1;
mMovingLine2.mWidth = 13;
mMovingLine1.mHeight = mMovingLine2.mHeight = GRID_PIX_SIZE;
mMovingLine1.mTargetX = mMovingLine2.mTargetX = mMovingLine1.mX;
mMovingLine1.mTargetY = mMovingLine2.mTargetY = mMovingLine1.mY;
// Make sure the target coords end at a tile that's normal. If not, keep moving them
int row = GetRow(mMovingLine1.mTargetY);
int col = GetCol(mMovingLine1.mTargetX);
// Tile immediately below is not valid...?
if (mGridState[row][col].mFillState != GRID_NORMAL)
return;
while ((col >= 0) && (mGridState[row][col].mFillState == GRID_NORMAL))
{
mMovingLine1.mTargetX -= GRID_PIX_SIZE;
--col;
}
// Make it end on the last valid tile. The loop above makes it leave
// on an invalid tile
mMovingLine1.mTargetX += GRID_PIX_SIZE;
row = GetRow(mMovingLine2.mTargetY);
col = GetCol(mMovingLine2.mTargetX);
while ((col < GRID_WIDTH) && (mGridState[row][col].mFillState == GRID_NORMAL))
{
mMovingLine2.mTargetX += GRID_PIX_SIZE;
++col;
}
if (mMovingLine1.mTargetX > mMovingLine2.mTargetX)
mMovingLine1.mDone = mMovingLine2.mDone = true;
}
}
UpdateHungarrPosition(x, y);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::UpdateHungarrPosition(int x, int y)
{
// Place the Hun-garr bitmap and the two lines that stick out of him
// so that Hun-garr is centered on the mouse cursor
int midX = IMAGE_HUNGARR_HORIZ->GetWidth() / 2;
int midY = IMAGE_HUNGARR_HORIZ->GetHeight() / 2;
if (YCoordInBounds(y, mHungarrIsVertical))
{
mHungarrY = y - midY;
mLine1Y = mHungarrY + (!mHungarrIsVertical ? 7 : -12);
mLine2Y = mHungarrY + (!mHungarrIsVertical ? 7 : 35);
}
if (XCoordInBounds(x))
{
mHungarrX = x - midX;
mLine1X = mHungarrX + (!mHungarrIsVertical ? -13 : 8);
mLine2X = mHungarrX + (!mHungarrIsVertical ? 36 : 9);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::CalculateFillRegions(void)
{
int topRow, botRow, leftCol, rightCol;
// The basic idea is this: Find the CLOSEST edge to where the user clicks that
// meets the following conditions:
// 1. If Hun-garr is vertical, the edge must be as tall as the column created
// by the two emitted lines (or more) and every grid piece must be normal
// 2. If Hun-garr is horizontal, the edge must be as wide as the row created by
// the two emitted lines (or more) and every grid piece must be normal
// 3. If either of the lines were broken, we instead just fill in the single
// line made by the non-broken line (the code won't execute if both are broken)
if (mMovingLine1.mIsVertical)
{
topRow = GetRow(mMovingLine1.mTargetY);
int col1 = GetCol(mMovingLine1.mTargetX);
botRow = GetRow(mMovingLine2.mTargetY);
if ((mMovingLine1.mBroken && !mMovingLine2.mBroken) ||
(!mMovingLine1.mBroken && mMovingLine2.mBroken))
{
leftCol = col1;
rightCol = col1 + 1;
mFillDirection = FILL_RIGHT;
topRow = mMovingLine1.mBroken ? GetRow(mMovingLine2.mY) : topRow;
botRow = mMovingLine1.mBroken ? botRow : GetRow(mMovingLine2.mY);
}
else
{
int rightEdge, leftEdge;
GetVerticalFillValues(col1, topRow, botRow, 1, &rightEdge);
GetVerticalFillValues(col1, topRow, botRow, -1, &leftEdge);
if ((rightEdge - col1) <= (col1 - leftEdge))
{
leftCol = col1;
rightCol = rightEdge + 1;
mFillDirection = FILL_RIGHT;
}
else
{
leftCol = leftEdge;
rightCol = col1 + 1;
mFillDirection = FILL_LEFT;
}
}
}
else
{
leftCol = GetCol(mMovingLine1.mTargetX);
rightCol = GetCol(mMovingLine2.mTargetX);
int row1 = GetRow(mMovingLine1.mTargetY);
if ((mMovingLine1.mBroken && !mMovingLine2.mBroken) ||
(!mMovingLine1.mBroken && mMovingLine2.mBroken))
{
leftCol = mMovingLine1.mBroken ? GetCol(mMovingLine2.mX) : leftCol;
rightCol = mMovingLine1.mBroken ? rightCol : GetCol(mMovingLine2.mX);
topRow = row1;
botRow = row1 + 1;
mFillDirection = FILL_DOWN;
}
else
{
int topEdge, botEdge;
GetHorizontalFillValues(row1, leftCol, rightCol, -1, &topEdge);
GetHorizontalFillValues(row1, leftCol, rightCol, 1, &botEdge);
if ((botEdge - row1) <= (row1 - topEdge))
{
topRow = row1;
botRow = botEdge + 1;
mFillDirection = FILL_DOWN;
}
else
{
topRow = topEdge;
botRow = row1 + 1;
mFillDirection = FILL_UP;
}
}
}
//Make a rectangular fill region: every block in it will eventually be filled.
// Then, for all grid pieces in that region, if they are in the normal state,
// set them to the filling state and initialize their mFillRect's
mFillRegion.mLeft = leftCol;
mFillRegion.mRight = rightCol - 1;
mFillRegion.mTop = topRow;
mFillRegion.mBottom = botRow - 1;
for (int y = topRow; y < botRow; y++)
{
for (int x = leftCol; x < rightCol; x++)
{
if (mGridState[y][x].mFillState == GRID_NORMAL)
{
mGridState[y][x].mFillState = GRID_FILLING;
switch (mFillDirection)
{
case FILL_RIGHT:
mGridState[y][x].mFillRect =
FRect(GetColPix(x), GetRowPix(y), 0, GRID_PIX_SIZE);
break;
case FILL_LEFT:
mGridState[y][x].mFillRect =
FRect(GetColPix(x + 1), GetRowPix(y), 0, GRID_PIX_SIZE);
break;
case FILL_UP:
mGridState[y][x].mFillRect =
FRect(GetColPix(x), GetRowPix(y + 1), GRID_PIX_SIZE, 0);
break;
case FILL_DOWN:
mGridState[y][x].mFillRect =
FRect(GetColPix(x), GetRowPix(y), GRID_PIX_SIZE, 0);
break;
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::FillRectF(Graphics* g, FRect fr)
{
Rect r = Rect((int)fr.mX, (int)fr.mY, (int)fr.mWidth, (int)fr.mHeight);
g->FillRect(r);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::GetVerticalFillValues(int startCol, int topRow, int botRow, int dir, int* edge)
{
// If dir == -1, left, if 1, right
// See function header for algorithm description
bool done = false;
int col = startCol;
while (!done)
{
bool found = true;
for (int y = topRow; y < botRow; y++)
{
if (mGridState[y][col].mFillState != GRID_FILLED)
{
found = false;
break;
}
}
if (!found)
{
if ( ((dir > 0) && (++col >= GRID_WIDTH)) ||
((dir < 0) && (--col < 0)) )
{
done = true;
*edge = col + (dir > 0 ? -1 : 1);
}
}
else
{
*edge = col;
done = true;
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::GetHorizontalFillValues(int startRow, int leftCol, int rightCol, int dir, int* edge)
{
// If dir == -1, up, if 1, down
// See function header for algorithm description
bool done = false;
int row = startRow;
while (!done)
{
bool found = true;
for (int x = leftCol; x < rightCol; x++)
{
if (mGridState[row][x].mFillState != GRID_FILLED)
{
found = false;
break;
}
}
if (!found)
{
if ( ((dir > 0) && (++row >= GRID_HEIGHT)) ||
((dir < 0) && (--row < 0)) )
{
done = true;
*edge = row + (dir > 0 ? -1 : 1);
}
}
else
{
*edge = row;
done = true;
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::InitLevel(int level)
{
mLives += level - mLevel;
mPopulationEaten = 0;
mPlanetSpeed += 0.15f;
mLevel = level;
mPlanets.clear();
mFlashCount = 0;
mPercentComplete = 0;
mPlanetsEaten.clear();
mBonusText.clear();
mParticles.clear();
mFilling = false;
// reset the grid state
int i;
for (i = 0; i < GRID_HEIGHT; i++)
{
for (int x = 0; x < GRID_WIDTH; x++)
{
mGridState[i][x].mFillRect = FRect(x * GRID_PIX_SIZE, GRID_START_Y + i * GRID_PIX_SIZE, 0, 0);
mGridState[i][x].mFillState = GRID_NORMAL;
}
}
// Start with 2 planets. Then add 1 every other level
int numPlanets = 2 + (mLevel / 2);
for (i = 0; i < numPlanets; i++)
{
Planet p;
// Choose a random name and export
p.mNameIdx = Rand() % NUM_PLANET_NAMES;
p.mExportIdx = Rand() % NUM_PLANET_EXPORTS;
// a random number I made up for the population. Increases by a random amount each level.
p.mPopulation = (mLevel * 133602) + 748819;
// Position it randomly within the confines of the grid
p.mX = GRID_START_X + 20 + (Rand() % (GRID_END_X - GRID_START_X - 20));
p.mY = GRID_START_Y + 20 + (Rand() % (GRID_END_Y - GRID_START_Y - 20));
// Get a random angle for the planet to travel in. It's easier to do RAND on
// degrees, so convert them to radians after choosing an angle
float a = (Rand() % 360) * M_PI / 180.0f;
p.mVX = mPlanetSpeed * cosf(a);
p.mVY = -mPlanetSpeed * sinf(a);
// don't let the speed be too close to 0 though, it's lame if the planet
// bounces just straight vertically or horizontally
if ((p.mVX >= -0.1) && (p.mVX <= 0.1))
p.mVX = 0.3f;
if ((p.mVY >= -0.1) && (p.mVY <= 0.1))
p.mVY = 0.3f;
// Set a random initial rotation angle and speed to rotate at.
// All angle manipulation is in radians.
p.mRotationAngle = (Rand() % 360) * M_PI / 180.0f;
p.mRotateSpeed = (float)(Rand() % 100) / 1000.0f;
// Choose a random image. There's 11 images, each is just 1 frame.
p.mImgCol = Rand() % IMAGE_PLANETS->mNumCols;
mPlanets.push_back(p);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool Board::MovePlanet(Planet* p, float theFrac)
{
// This is a pretty simple collision detection routine and is good enough for this
// game. It's also a lot easier to understand than other more accurate but more
// complex methods. The basic idea is to check the two blocks in the direction of
// travel to see if they are solid or not, and if so, we reverse course, and
// don't move the planet to that new coordinate.
int w = IMAGE_PLANETS->GetCelWidth();
int h = IMAGE_PLANETS->GetCelHeight();
bool playSample = false;
// Update rotation
p->mRotationAngle += p->mRotateSpeed;
// Don't move it yet...compute where it WOULD be if the move was valid
float newx = p->mX + p->mVX * theFrac;
float newy = p->mY + p->mVY * theFrac;
// If moving right, we'll check the grid piece right of the
// planet to see if we hit it. Otherwise, we'll just use the grid piece that maps to
// where the new X coordinate is:
float checkx = p->mVX > 0 ? newx + GRID_PIX_SIZE : newx;
int col = GetCol(checkx);
// We're going to check both the current row and row below it:
int row = GetRow(p->mY);
int nextrow = ValidRow(row + 1) ? row + 1 : row;
if (ValidCol(col) && ValidRow(row))
{
int state1 = mGridState[row][col].mFillState;
int state2 = mGridState[nextrow][col].mFillState;
if ((state1 == GRID_NORMAL) && (state2 == GRID_NORMAL) && (newx > GRID_START_X))
p->mX = newx; // valid grid space
else if (((state1 == GRID_FILLING) || (state2 == GRID_FILLING)) && (newx > GRID_START_X))
{
// planet entered a grid space that is in the process of being filled, so make it explode
p->mExploding = true;
GivePlanetBonus(p);
return true;
}
else
{
// planet hit a filled in space, reverse the X velocity
playSample = true;
p->mVX = -p->mVX;
}
}
else
{
// Not valid cases would be if the planet hit the edges of the board, where there
// aren't any grid tiles. If so, just bounce it off the wall.
playSample = true;
p->mVX = -p->mVX;
}
// Now for the Y direction. The principal is the same as above.
int checky = p->mVY > 0 ? (int)newy + GRID_PIX_SIZE : (int)newy;
row = GetRow(checky);
col = GetCol(p->mX);
int nextcol = ValidCol(col + 1) ? col + 1 : col;
if (ValidCol(col) && ValidRow(row))
{
int state1 = mGridState[row][col].mFillState;
int state2 = mGridState[row][nextcol].mFillState;
if ((state1 == GRID_NORMAL) && (state2 == GRID_NORMAL) && (newy > GRID_START_Y))
p->mY = newy;
else if (((state1 == GRID_FILLING) || (state2 == GRID_FILLING)) && (newy > GRID_START_Y))
{
p->mExploding = true;
GivePlanetBonus(p);
return true;
}
else
{
playSample = true;
p->mVY = -p->mVY;
}
}
else
{
p->mVY = -p->mVY;
playSample = true;
}
// When a planet hits a wall/filled in grid piece, bounce it and play a sound
if (playSample)
mApp->PlaySample(SOUND_PLANET_HIT);
CheckPlanetBeamCollision(p);
return false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::CheckPlanetBeamCollision(Planet* p)
{
// We're just going to do a rectangular collision check on each of the beams
// and the given planet. Because the visible "beam" part of the image is smaller
// than the image width/height, and the same goes for the planet too, you'll notice
// that offsets are used to constrain the collision rectangles to make a more fair algorithm.
FRect pr = FRect(p->mX + 4, p->mY + 4, 11, 11);
FRect beam1Rect;
if (!mMovingLine1.mIsVertical)
beam1Rect = FRect(mMovingLine1.mX + 7, mMovingLine1.mY + 12, mMovingLine1.mWidth - 12, 8);
else
beam1Rect = FRect(mMovingLine1.mX + 12, mMovingLine1.mY + 10, 9, mMovingLine1.mHeight);
// Only allow the user to lose 1 life max: if both beams break you don't lose 2. If the beam breaks,
// set a flag and set its target to be its current location (indicating that it's done moving)
if (pr.Intersects(beam1Rect))
{
if (!mMovingLine1.mDone)
{
mMovingLine1.mBroken = true;
mApp->PlaySample(SOUND_BEAM_HIT);
if (!mMovingLine2.mBroken)
LostLife();
if (!mMovingLine1.mIsVertical)
mMovingLine1.mTargetX = mMovingLine1.mX = mMovingLine1.mX + mMovingLine1.mWidth;
else
mMovingLine1.mTargetY = mMovingLine1.mY = mMovingLine1.mY + mMovingLine1.mHeight;
}
else if (!mMovingLine1.mBroken && mMovingLine1.mDone && !mMovingLine2.mDone)
{
// bounce off of it
if (mMovingLine1.mIsVertical)
{
p->mVX *= -1.0f;
p->mX += p->mVX;
}
else
{
p->mVY *= -1.0f;
p->mY += p->mVY;
}
}
}
FRect beam2Rect;
if (!mMovingLine2.mIsVertical)
beam2Rect = FRect(mMovingLine2.mX, mMovingLine2.mY + 12, mMovingLine2.mWidth - 7, 8);
else
beam2Rect = FRect(mMovingLine2.mX + 12, mMovingLine2.mY, 9, mMovingLine2.mHeight);
if (pr.Intersects(beam2Rect))
{
if (!mMovingLine2.mDone)
{
mMovingLine2.mBroken = true;
mApp->PlaySample(SOUND_BEAM_HIT);
if (!mMovingLine1.mBroken)
LostLife();
if (!mMovingLine2.mIsVertical)
mMovingLine2.mTargetX = mMovingLine2.mX;
else
mMovingLine2.mTargetY = mMovingLine2.mY;
}
else if (!mMovingLine2.mBroken && mMovingLine2.mDone && !mMovingLine1.mDone)
{
// bounce off of it
if (mMovingLine2.mIsVertical)
{
p->mVX *= -1.0f;
p->mX += p->mVX;
}
else
{
p->mVY *= -1.0f;
p->mY += p->mVY;
}
}
}
if ((mMovingLine1.mDone && mMovingLine2.mDone) ||
(mMovingLine1.mBroken && mMovingLine2.mDone) ||
(mMovingLine2.mBroken && mMovingLine1.mDone))
mShortSound->Stop();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Pause(bool p)
{
if (p)
{
// Since when we're paused we don't update each frame, call
// MarkDirty here so that we ensure the "PAUSED" overlay appears
MarkDirty();
++mPauseLevel;
// Don't play the looping circuit sound
mShortSound->Stop();
}
else
{
if (--mPauseLevel == 0)
{
// If any of the lines are moving, re-play the shorting sound
if (!mMovingLine1.mDone || !mMovingLine2.mDone)
mShortSound->Play(true, false);
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::KeyChar(char theChar)
{
if (theChar == ' ')
Pause(mPauseLevel == 0);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::GivePlanetBonus(Planet* p)
{
mTotalPopulationEaten += p->mPopulation;
mPopulationEaten += p->mPopulation;
mLineSpeed += BEAM_INC_SPEED;
if (mLineSpeed > MAX_BEAM_SPEED)
mLineSpeed = MAX_BEAM_SPEED;
++mNumPlanetsEaten;
SexyString pName = PLANET_NAME[p->mNameIdx];
SexyString pExport = PLANET_EXPORTS[p->mExportIdx];
int points = mLevel * 1000;
AddBonusText(StrFormat(_S("%s: +%d"), pName.c_str(), points), p->mX, p->mY);
mScore += points;
mPlanetsEaten.push_back(pName);
mPlanetsEaten.push_back(pExport.c_str());
mPlanetsEaten.push_back(CommaSeperate(p->mPopulation));
std::map<int, int>::iterator it = mPlanetIdxCount.find(p->mNameIdx);
if (it == mPlanetIdxCount.end())
mPlanetIdxCount[p->mNameIdx] = 1;
else
++it->second;
it = mExportIdxCount.find(p->mExportIdx);
if (it == mExportIdxCount.end())
mExportIdxCount[p->mExportIdx] = 1;
else
++it->second;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::UpdatePercentComplete(void)
{
if (mGameOverEffect->IsActive())
return;
int total = GRID_WIDTH * GRID_HEIGHT;
int actual = 0;
for (int y = 0; y < GRID_HEIGHT; y++)
for (int x = 0; x < GRID_WIDTH; x++)
if (mGridState[y][x].mFillState == GRID_FILLED)
++actual;
int newAmount = (int) (((float)actual / (float)total) * 100.0f);
int pctCleared = newAmount - mPercentComplete;
// Make the edges of the grid flash the larger the filled region was, but not
// for more than 3 seconds.
mFlashCount = pctCleared * 10;
if (mFlashCount > 300)
mFlashCount = 300;
// Points are exponential, so the larger a fill region, the much larger the score
int points = pctCleared * pctCleared * 20;
mScore += points;
if (points > 0)
{
mApp->PlaySample(SOUND_REGION_FILLED);
AddBonusText(StrFormat(_S("+%d"), points));
}
mPercentComplete = newAmount;
if (mPercentComplete >= LEVELUP_PERCENT)
{
// Time to level up, set up the stats
LevelupStats ls;
ls.mLevelCompleted = mLevel;
ls.mPercentComplete = mPercentComplete;
ls.mPopulationEaten = mPopulationEaten;
ls.mPlanetsEaten = mPlanetsEaten;
// Award a bonus for extra region filling action
if (mPercentComplete >= COMPLETION_BONUS_PCT)
mScore += COMPLETION_BONUS * mLevel;
mOptionsBtn->SetVisible(false);
mLevelupEffect->Activate(ls);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::AddBonusText(SexyString t)
{
AddBonusText(t, mWidth / 2 - FONT_HUNGARR->StringWidth(t) / 2,
(mHeight - GRID_START_Y) / 2 - FONT_HUNGARR->GetHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::AddBonusText(SexyString t, float x, float y)
{
BonusText bt;
bt.mText = t;
bt.mX = x;
bt.mY = y;
mBonusText.push_back(bt);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::LostLife(void)
{
if (--mLives <= 0)
{
mLives = 0;
// Game over. Set up the stats:
mOptionsBtn->SetVisible(false);
EndGameStats es;
es.mLevel = mLevel;
es.mNumPlanetsEaten = mNumPlanetsEaten;
es.mPopulationConsumed = mTotalPopulationEaten;
es.mScore = mScore;
// Find which planet and export were consumed the most:
int idx = -1;
int count = 0;
int i;
for (i = 0; i < NUM_PLANET_NAMES; i++)
{
std::map<int, int>::iterator it = mPlanetIdxCount.find(i);
if (it != mPlanetIdxCount.end())
{
if (it->second > count)
{
count = it->second;
idx = i;
}
}
}
if (idx != -1)
es.mFavoritePlanet = PLANET_NAME[idx];
else
es.mFavoritePlanet = _S("N/A");
idx = -1;
count = 0;
for (i = 0; i < NUM_PLANET_EXPORTS; i++)
{
std::map<int, int>::iterator it = mExportIdxCount.find(i);
if (it != mExportIdxCount.end())
{
if (it->second > count)
{
count = it->second;
idx = i;
}
}
}
if (idx != -1)
es.mFavoriteExport = PLANET_EXPORTS[idx];
else
es.mFavoriteExport = _S("N/A");
// Fade out the music
mApp->mMusicInterface->FadeOut(0, true);
mShortSound->Stop();
mGameOverEffect->Activate(es);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::EmitSparks(void)
{
// This basically emits sparks between various angles, depending on
// the orientation of the line. The angle values I had to play around with
// until I found ones that I liked, and there's no magic secret formula for
// coming up with them, unless you just know how to guess well. Again,
// the Rand() function is easier dealt with using degrees, so we convert them
// to radians after choosing an angle. Then, using some basic math, we compute
// the separate XY velocities for the projectiles. In some cases, projectiles use
// diferent velocities, and again, that was just due to trying to get the nicest look
// and involved some playing around with to figure out. The offsets are to make the sparks
// appear to come out of the bulbous part of the line.
if (!mMovingLine1.mDone && !mMovingLine1.mBroken)
{
if (mMovingLine1.mIsVertical)
{
// between 90 and 180 degrees for left side emission
float angle = (90 + (Rand() % 90)) * M_PI / 180.0f;
float vx = cosf(angle) * 2.0f;
float vy = -sinf(angle) * 2.0f;
mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy));
// between 0 and 90 degrees for right side emission
angle = (Rand() % 90) * M_PI / 180.0f;
vx = cosf(angle) * 2.0f;
vy = -sinf(angle) * 2.0f;
mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy));
}
else
{
// between 280 and 320 degrees for bottom side emission
float angle = (280 + (Rand() % 40)) * M_PI / 180.0f;
float vx = cosf(angle) * 4.0f;
float vy = -sinf(angle) * 2.0f;
mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy));
// between 50 and 90 degrees for top side emission
angle = (50 + (Rand() % 40)) * M_PI / 180.0f;
vx = cosf(angle) * 4.0f;
vy = -sinf(angle) * 3.0f;
mParticles.push_back(Particle(mMovingLine1.mX + 5, mMovingLine1.mY + 8, vx, vy));
}
}
if (!mMovingLine2.mDone && !mMovingLine2.mBroken)
{
if (mMovingLine2.mIsVertical)
{
// between 50 and 90 degrees for left side emission
float angle = (50 + (Rand() % 40)) * M_PI / 180.0f;
float vx = cosf(angle) * 3.0f;
float vy = -sinf(angle) * 4.0f;
mParticles.push_back(Particle(mMovingLine2.mX + 1, mMovingLine2.mY + mMovingLine2.mHeight - 17, vx, vy));
// between 120 and 160 degrees for right side emission
angle = (120 + (Rand() % 40)) * M_PI / 180.0f;
vx = cosf(angle) * 2.0f;
vy = -sinf(angle) * 4.0f;
mParticles.push_back(Particle(mMovingLine2.mX + 1, mMovingLine2.mY + mMovingLine2.mHeight - 17, vx, vy));
}
else
{
// between 90 and 140 degrees for top side emission
float angle = (90 + (Rand() % 50)) * M_PI / 180.0f;
float vx = cosf(angle) * 4.0f;
float vy = -sinf(angle) * 3.0f;
mParticles.push_back(Particle(mMovingLine2.mX + mMovingLine2.mWidth - 20, mMovingLine2.mY + 2, vx, vy));
// between 220 and 260 degrees for bottom side emission
angle = (220 + (Rand() % 40)) * M_PI / 180.0f;
vx = cosf(angle) * 4.0f;
vy = -sinf(angle) * 4.0f;
mParticles.push_back(Particle(mMovingLine2.mX + mMovingLine2.mWidth - 20, mMovingLine2.mY + 2, vx, vy));
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::OptionsDialogDone()
{
// If any of the lines are moving, re-play the shorting sound
if (!mMovingLine1.mDone || !mMovingLine2.mDone)
mShortSound->Play(true, false);
Pause(false);
// Give focus back to the board so that it processes keyboard input
mApp->mWidgetManager->SetFocus(this);
mApp->KillDialog(OptionsDialog::DIALOG_ID);
}
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