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#pragma warning(disable:4244)
#pragma warning(disable:4018)
#include "GameOverEffect.h"
#include "Res.h"
#include "Board.h"
#include "SexyAppBase.h"
#include "Graphics.h"
#include "Font.h"
#include "Image.h"
using namespace Sexy;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
GameOverEffect::GameOverEffect()
{
Init();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameOverEffect::Init()
{
mState = GameOverEffect::RED_FADE_IN;
mAlpha = 0;
mRed = 200;
mRedHoldCount = 100;
mRedChange = 4;
mActive = false;
mUpdateCnt = 0;
mHue = 0;
mCanInitFirstLevel = false;
mFadeOut = false;
mExplosion.clear();
mText.clear();
mText.push_back(Letter(_S("G")));
mText.push_back(Letter(_S("A")));
mText.push_back(Letter(_S("M")));
mText.push_back(Letter(_S("E")));
mText.push_back(Letter(_S(" O")));
mText.push_back(Letter(_S("V")));
mText.push_back(Letter(_S("E")));
mText.push_back(Letter(_S("R")));
mLines.clear();
// Make as many lines as the screen is wide, and stagger them by a
// random time up to 2 seconds, with speeds between 5 and 10 pixels per update.
for (int i = 0; i < gSexyAppBase->mWidth; i++)
mLines.push_back(DrippyLine((Rand() % 5) + 5, i, Rand() % 200));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameOverEffect::Update(void)
{
++mUpdateCnt;
// 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 7 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.
mHue = (mHue + 7) & 0xFF;
if (!mFadeOut)
{
// 10 times per second we create a new planet explosion animation and place it at a random
// position within the grid's area.
if (mUpdateCnt % 10 == 0)
{
Explosion e;
e.mFrame = 0;
e.mX = GRID_START_X + (Rand() % (GRID_END_X - GRID_START_X - IMAGE_ATOMIC_EXPLOSION->GetCelWidth()));
e.mY = GRID_START_Y + (Rand() % (GRID_END_Y - GRID_START_Y - IMAGE_ATOMIC_EXPLOSION->GetCelHeight()));
mExplosion.push_back(e);
}
// Play a sound of a planet exploding ever 4th new planet. If we did this every single
// planet, then 10 times per second you'd hear it, and trust me, it's really irritating.
if ((mState == RED_FADE_IN) || (mState == RED_HOLD))
if (mUpdateCnt % 40 == 0)
gSexyAppBase->PlaySample(SOUND_EXPLOSION);
// Update each explosion animation. When it's done, remove it.
for (int i = 0; i < mExplosion.size(); i++)
{
Explosion* e = &mExplosion[i];
// The animation runs at 20FPS, so every 5 updates step the frame.
if (mUpdateCnt % 5 == 0)
{
if (++e->mFrame >+ IMAGE_ATOMIC_EXPLOSION->GetCelWidth())
{
mExplosion.erase(mExplosion.begin() + i);
--i;
}
}
}
}
if (mState == GameOverEffect::RED_FADE_IN)
{
// Slowly make the red effect become fully opaque to cover
// the screen, while at the same time making the red value
// pulse between 200 and 255.
if (++mAlpha >= 255)
{
mState = GameOverEffect::RED_HOLD;
mAlpha = 255;
}
else
PulseRed();
}
else if (mState == GameOverEffect::RED_HOLD)
{
// Hold for 1 second, the red pulsing effect for dramatic fun
if (--mRedHoldCount <= 0)
{
mState = GameOverEffect::SHOWING_LETTERS;
mUpdateCnt = 0;
gSexyAppBase->PlaySample(SOUND_GAME_OVER_TEXT);
}
else
PulseRed();
}
else if (mState == GameOverEffect::SHOWING_LETTERS)
{
// Start showing the GAME OVER letters. Fade out that fully
// red screen, but still let it pulse while we do so.
if (mAlpha > 0)
{
PulseRed();
mAlpha -= 2;
}
// Increase the red value on each letter by 2 per update.
// Once one letter has a red value of 50, let the next letter
// after it begin to fade in. Stop looping if a letter has less
// than 50 for its red value.
bool done = true;
for (int i = 0; i < mText.size(); i++)
{
Letter* l = &mText[i];
if (l->mRed < 254)
{
done = false;
l->mRed += 2;
}
if (l->mRed < 50)
{
done = false;
break;
}
}
if (done)
mState = GameOverEffect::FADING_LETTERS;
}
else if (mState == GameOverEffect::FADING_LETTERS)
{
// Now make the lettesr fade out, starting with
// the last letter. When a letter's red value drops
// below 205, allow the letter before it to also begin
// decreasing.
bool done = true;
for (int i = (int)mText.size() - 1; i >= 0; i--)
{
Letter* l = &mText[i];
if (l->mRed > 1)
{
done = false;
l->mRed -= 2;
}
if (l->mRed > 205)
{
done = false;
break;
}
}
if (done)
{
mAlpha = 0;
mState = GameOverEffect::SHOWING_STATS;
gSexyAppBase->PlaySample(SOUND_GAME_OVER_STATS);
}
}
else if ((mState == GameOverEffect::DRIP_OUT) && !mFadeOut)
{
// move the drippy lines, but we aren't fading the screen out yet.
bool alldone = true;
for (int i = 0; i < mLines.size(); i++)
{
// Once a line's starting delay has passed, it moves downward.
// Once it reaches the bottom of the screen, it begins to then
// move back upward. When all lines have moved upward, and thus the
// whole screen is totally opaque, we can begin the fade out sequence.
DrippyLine* dl = &mLines[i];
if (dl->mDelay > 0)
{
alldone = false;
--dl->mDelay;
}
else if (!dl->mDripUp)
{
alldone = false;
dl->mHeight += dl->mSpeed;
if (dl->mHeight >= gSexyAppBase->mHeight)
{
dl->mHeight = 0;
dl->mSpeed = 10;
dl->mDripUp = true;
}
}
else if (dl->mDripUp && (dl->mHeight < gSexyAppBase->mHeight))
{
dl->mHeight += dl->mSpeed;
if (dl->mHeight >= gSexyAppBase->mHeight)
dl->mHeight = gSexyAppBase->mHeight;
else
alldone = false;
}
}
if (alldone)
{
// Now that the screen is fully covered, allow the board to set up the first level
mCanInitFirstLevel = true;
mFadeOut = true;
mAlpha = 255;
}
}
else if ((mState == GameOverEffect::DRIP_OUT) && mFadeOut)
{
if (--mAlpha <= 0)
mActive = false;
}
}
///
//////////////////////////////////////////////////////////////////////////
void GameOverEffect::PulseRed()
{
mRed += mRedChange;
if (mRed >= 255)
{
mRed = 255;
mRedChange = -mRedChange;
}
else if (mRed <= 200)
{
mRed = 200;
mRedChange = -mRedChange;
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameOverEffect::Draw(Graphics* g)
{
// Draw explosions for every state except the final fade out
if (!mFadeOut)
{
for (int i = 0; i < mExplosion.size(); i++)
{
Explosion* e = &mExplosion[i];
g->DrawImageCel(IMAGE_ATOMIC_EXPLOSION, e->mX, e->mY, e->mFrame);
}
}
if ((mState == GameOverEffect::RED_FADE_IN) || (mState == GameOverEffect::RED_HOLD))
{
g->SetColor(Color(mRed, 0, 0, mAlpha));
g->FillRect(0, 0, gSexyAppBase->mWidth, gSexyAppBase->mHeight);
}
else if ((mState == GameOverEffect::SHOWING_LETTERS) || (mState == GameOverEffect::FADING_LETTERS))
{
g->SetFont(FONT_HUNGARR);
int x = gSexyAppBase->mWidth / 2 - FONT_HUNGARR->StringWidth(_S("GAME OVER")) / 2;
int y = gSexyAppBase->mHeight / 2;
for (int i = 0; i < mText.size(); i++)
{
Letter* l = &mText[i];
if (l->mRed > 0)
{
g->SetColor(Color(l->mRed, 0, 0));
g->DrawString(l->mChar, x, y);
x += FONT_HUNGARR->StringWidth(l->mChar);
}
}
if (mAlpha > 0)
{
g->SetColor(Color(mRed, 0, 0, mAlpha));
g->FillRect(0, 0, gSexyAppBase->mWidth, gSexyAppBase->mHeight);
}
}
else if (mState == GameOverEffect::SHOWING_STATS)
{
g->DrawImage(IMAGE_HUNGARR_LOGO, gSexyAppBase->mWidth / 2 - IMAGE_HUNGARR_LOGO->mWidth / 2, 10);
g->SetFont(FONT_HUNGARR);
g->SetColor(Color::White);
int rightX = gSexyAppBase->mWidth / 2;
int y = 100;
SexyString s;
int strWidth;
s = _S("FINAL SCORE: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 0, 0));
g->DrawString(CommaSeperate(mStats.mScore), rightX, y);
g->SetColor(Color::White);
y += FONT_HUNGARR->GetHeight();
s = _S("LEVEL REACHED: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 0, 0));
g->DrawString(StrFormat(_S("%d"), mStats.mLevel), rightX, y);
g->SetColor(Color::White);
y += FONT_HUNGARR->GetHeight();
s = _S("TOTAL PLANETS EATEN: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 255, 0));
g->DrawString(StrFormat(_S("%d"), mStats.mNumPlanetsEaten), rightX, y);
g->SetColor(Color::White);
y += FONT_HUNGARR->GetHeight();
s = _S("TOTAL PEOPLE EATEN: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 255, 0));
g->DrawString(CommaSeperate(mStats.mPopulationConsumed), rightX, y);
g->SetColor(Color::White);
y += FONT_HUNGARR->GetHeight();
s = _S("TASTIEST PLANET: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(0, 255, 0));
g->DrawString(mStats.mFavoritePlanet, rightX, y);
g->SetColor(Color::White);
y += FONT_HUNGARR->GetHeight();
s = _S("EXPORT EATEN MOST: ");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(0, 255, 0));
g->DrawString(mStats.mFavoriteExport, rightX, y);
}
else if (mState == GameOverEffect::DRIP_OUT)
{
if (!mFadeOut)
{
// This is how we convert an HSL value to an RGB value, which we have to
// do to specify the color for the graphics object. The function HSLToRGB
// takes as parameters: hue, saturation, luminance. We want to leave the
// saturation at max and luminance at half for our particular example.
// The returned value is ANDed with 0xFFFFFFFF to clamp the values for
// the alpha, red, green, and blue to the valid region of 0 to 255.
Color hue = gSexyAppBase->HSLToRGB(mHue, 255, 128) & 0xFFFFFFFF;
for (int i = 0; i < mLines.size(); i++)
{
DrippyLine* dl = &mLines[i];
if (!dl->mDripUp && (dl->mDelay == 0))
{
// Draw a black line, with its bottommost pixel using the HSL color
g->SetColor(Color(0, 0, 0));
if (dl->mHeight > 0)
g->DrawRect(Rect(dl->mX, 0, 1, dl->mHeight - 1));
g->SetColor(hue);
g->DrawRect(Rect(dl->mX, dl->mHeight, 1, 1));
}
else if (dl->mDelay == 0)
{
// Moving up, draw the line in HSL and the rest in black
if (dl->mHeight < gSexyAppBase->mHeight)
{
g->SetColor(Color(0, 0, 0));
g->DrawRect(Rect(dl->mX, 0, 1, gSexyAppBase->mHeight - dl->mHeight));
}
g->SetColor(hue);
g->DrawRect(Rect(dl->mX, gSexyAppBase->mHeight - dl->mHeight, 1, dl->mHeight));
}
}
}
else
{
// We AND the color with 0xFFFFFF instead of 0xFFFFFFFF. Then, we OR it with the alpha value
// that we're fading out with shifted left 24 bits.
// This then sticks the alpha value, which changes over time,
// into our HSL color. As you may recall from previous demos, the actual color
// structure is 32 bit, and looks like this in binary form:
// AAAA RRRR GGGG BBBB Where A,R,G,B are alpha, red, green, blue.
Color hue = (gSexyAppBase->HSLToRGB(mHue, 255, 128) & 0xFFFFFF) | (mAlpha << 24);
g->SetColor(hue);
g->FillRect(0, 0, gSexyAppBase->mWidth, gSexyAppBase->mHeight);
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool GameOverEffect::CanInitFirstLevel(void)
{
if (mCanInitFirstLevel)
{
mCanInitFirstLevel = false;
return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool GameOverEffect::HideBoard()
{
return (mState == GameOverEffect::SHOWING_LETTERS) ||
(mState == GameOverEffect::RED_HOLD) ||
(mState == GameOverEffect::FADING_LETTERS) ||
(mState == GameOverEffect::SHOWING_STATS) ||
((mState == GameOverEffect::DRIP_OUT) && !mFadeOut);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameOverEffect::DoneViewingStats()
{
mState = DRIP_OUT;
gSexyAppBase->PlaySample(SOUND_GAME_OVER_CLICK);
gSexyAppBase->PlaySample(SOUND_GAME_OVER_RESTART);
}
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