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#include "LevelupEffect.h"
#include "Board.h"
#include "Res.h"
#include "SexyAppBase.h"
#include "Graphics.h"
#include "Font.h"
using namespace Sexy;
const int STRIP_WIDTH = 20;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
LevelupEffect::LevelupEffect()
{
Init();
mActive = false;
mCoverWidth = 0;
mStripSizeChange = 60;
mStripHeight = 0;
mFadeOutAlpha = 255;
mStartNextLevel = false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void LevelupEffect::Init()
{
mText.clear();
//////////////////////////////////////////////////////////////////////////
// Each letter, starting with the 'L' in "LEVEL UP!", will drop, delayed
// by a height of FONT_HUNGARR->GetHeight() pixels. Each letter will initially
// drop at a rate of 5 pixels per update (500 pixels per second). Once they
// reach their target Y coordinate (300), the speed will decrease and reverse
// to make the letters bounce upward. Gravity is applied each frame, so eventually
// the letters return back to Y of 300, where the speed is again decreased and
// reversed until it drops below the threshhold speed of 0.1 pixels per update.
//////////////////////////////////////////////////////////////////////////
float x = (GRID_END_X - GRID_START_X) / 2 - FONT_HUNGARR->StringWidth(_S("LEVEL UP!")) / 2;
float y = FONT_HUNGARR->GetHeight();
float startingY = y;
float ydec = y;
float speed = 5.0f;
mText.push_back(BouncyChar(_S("L"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("L"));
y -= ydec;
mText.push_back(BouncyChar(_S("E"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("E"));
y -= ydec;
mText.push_back(BouncyChar(_S("V"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("V"));
y -= ydec;
mText.push_back(BouncyChar(_S("E"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("E"));
y -= ydec;
mText.push_back(BouncyChar(_S("L"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("L "));
y -= ydec;
mText.push_back(BouncyChar(_S("U"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("U"));
y -= ydec;
mText.push_back(BouncyChar(_S("P"), x, y, speed));
x += FONT_HUNGARR->StringWidth(_S("P"));
y -= ydec;
mText.push_back(BouncyChar(_S("!"), x, y, speed));
mDone = false;
mHue = 0;
mCurtainX = 0;
mState = LevelupEffect::LEVELUP_TEXT;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void LevelupEffect::Activate(LevelupStats ls)
{
Init();
mActive = true;
mStats = ls;
gSexyAppBase->PlaySample(SOUND_LEVEL_UP1);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void LevelupEffect::Update(float theFrac)
{
// 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 (mState == LevelupEffect::LEVELUP_TEXT)
{
// Move all the letters, applying 0.15 pixels per update of
// "gravity" to pull the letters down. Once reaching Y of 300,
// the speed of the letters decreases by 0.75 and is reversed, making
// them "bounce" in the up direction. Once this bounce speed drops below 0.1
// pixels per update, the letter is done bouncing. When all letters are done bouncing,
// switch to the next state.
bool allDone = true;
for (int i = 0; i < mText.size(); i++)
{
BouncyChar* c = &mText[i];
if (c->mDone)
continue;
c->mY += c->mBounceSpeed;
c->mBounceSpeed += 0.15f;
if (c->mY >= 300)
{
c->mY = 300;
c->mOldBounceSpeed -= 0.750f;
if (c->mOldBounceSpeed <= 0.1f)
{
c->mDone = true;
c->mOldBounceSpeed = 0;
}
else
{
allDone = false;
c->mBounceSpeed = -c->mOldBounceSpeed;
}
}
else
allDone = false;
}
if (allDone)
mState = LevelupEffect::CURTAIN_IN;
}
else if (mState == LevelupEffect::CURTAIN_IN)
{
// Moves the black rectangles ("curtains") inward to cover up the
// previous level. We only move the left one. The right one is logically
// just the same width but starting from the right of the screen instead
// of the left. The curtain moves 25 pixels per update. Once it reaches
// the center (and thus fully covers the screen), we switch to the next state.
if ((mCurtainX += 25) >= gSexyAppBase->mWidth / 2)
{
mCurtainX = gSexyAppBase->mWidth / 2;
mState = LevelupEffect::CURTAIN_OUT;
gSexyAppBase->PlaySample(SOUND_LEVEL_UP2);
}
}
else if (mState == LevelupEffect::CURTAIN_OUT)
{
// Now the curtain is red and slowly moves back out to reveal the
// stats below it. This works just like above.
if ((mCurtainX -= 2) <= 0)
mState = LevelupEffect::SHOWING_STATS;
}
else if (mState == LevelupEffect::COVERING_STATS)
{
// This state begins when the user clicks the mouse to dismiss the
// stats screen. We then make these strips quickly appear. Imagine
// rectangles of width 20 coming in from the left and right of the screen.
// The left one starts comign from the top left of the screen, the right
// from the bottom right. These strips quickly expand to be screen height in size
// and then move closer inward (by their width of 20) and reverse the direction
// that they come in at. Once the strips have traveled to the center of the screen,
// it's fully covered and we then move to the next state. After a strip becomes
// the height of the screen, we update mCoverWidth, which is just simply the width
// of the region fully filled in. Again, like with the curtain effects, we only
// keep track of the left side, since the right moves the same amount and it's
// easy to compute the right's offsets.
if (mStripSizeChange > 0)
{
// Left strip is moving downward from Y of 0, right is moving up
// from Y of app height
if ((mStripHeight += mStripSizeChange) >= gSexyAppBase->mHeight)
{
// Left strip and right strip are now the height of the screen.
// Reverse the direction they come in at and reset their heights.
// Then, increment the width of the fully covered region by the
// size of one of the strip's width.
mStripSizeChange = -mStripSizeChange;
mStripHeight = 0;
if ((mCoverWidth += STRIP_WIDTH) >= gSexyAppBase->mWidth / 2)
{
// The screen is fully covered. Fade out.
mStartNextLevel = true;
mState = LevelupEffect::FADE_OUT_STATS;
}
}
}
else
{
if ((mStripHeight -= mStripSizeChange) >= gSexyAppBase->mHeight)
{
mStripSizeChange = -mStripSizeChange;
mStripHeight = 0;
if ((mCoverWidth += STRIP_WIDTH) >= gSexyAppBase->mWidth / 2)
{
mStartNextLevel = true;
mState = LevelupEffect::FADE_OUT_STATS;
}
}
}
}
else if (mState == LevelupEffect::FADE_OUT_STATS)
{
//Fade the screen out, with the next level appearing below it.
if ((mFadeOutAlpha -= 2) <= 0)
{
mDone = true;
mActive = false;
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void LevelupEffect::Draw(Graphics* g)
{
g->SetFont(FONT_HUNGARR);
if (mState == LevelupEffect::LEVELUP_TEXT)
{
// 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.
g->SetColor( (gSexyAppBase->HSLToRGB(mHue, 255, 128) & 0xFFFFFFFF) );
for (int i = 0; i < mText.size(); i++)
{
BouncyChar* c = &mText[i];
g->DrawString(c->mChar, (int)c->mX, (int)c->mY);
}
}
else if (mState == LevelupEffect::CURTAIN_IN)
{
// The righ tcurtain is just the same width as the left, but starts from the right
// side instead of X of 0.
g->SetColor(Color(0, 0, 0));
g->FillRect(0, 0, mCurtainX, gSexyAppBase->mHeight);
g->FillRect(gSexyAppBase->mWidth - mCurtainX, 0, mCurtainX, gSexyAppBase->mHeight);
}
else if ((mState == LevelupEffect::SHOWING_STATS) || (mState == LevelupEffect::CURTAIN_OUT) ||
(mState == LevelupEffect::COVERING_STATS))
{
// When just showing the stats normally, fading out the red curtain (to reveal the stats
// beneath it), or covering up the stats with the effect triggered when the user clicks
// to begin the next level, we display info on the user's performance from the last level.
int y = 50;
g->SetColor(gSexyAppBase->HSLToRGB(mHue, 255, 128) & 0xFFFFFFFF);
SexyString s = StrFormat(_S("LEVEL %d COMPLETE!"), mStats.mLevelCompleted);
g->DrawString(s, gSexyAppBase->mWidth / 2 - FONT_HUNGARR->StringWidth(s) / 2, y);
g->SetColor(Color::White);
s = _S("POPULATION CONSUMED:");
int strWidth = FONT_HUNGARR->StringWidth(s);
int rightX = strWidth + 100;
y += 50;
g->DrawString(s, 100, y);
g->SetColor(Color(255, 0, 0));
g->DrawString(CommaSeperate(mStats.mPopulationEaten), rightX + 5, y);
y += FONT_HUNGARR->GetHeight();
g->SetColor(Color::White);
s = _S("SYSTEMS SUBJUGATED:");
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 0, 0));
g->DrawString(StrFormat(_S("%d%%"), mStats.mPercentComplete), rightX + 5, y);
y += FONT_HUNGARR->GetHeight();
if (mStats.mPercentComplete >= COMPLETION_BONUS_PCT)
{
s = StrFormat(_S("%d%%+ BONUS:"), COMPLETION_BONUS_PCT);
g->SetColor(Color::White);
strWidth = FONT_HUNGARR->StringWidth(s);
g->DrawString(s, rightX - strWidth, y);
g->SetColor(Color(255, 0, 0));
g->DrawString(StrFormat(_S("%d"), COMPLETION_BONUS * mStats.mLevelCompleted),
rightX + 5, y);
}
if (mStats.mPlanetsEaten.size() > 0)
{
y += 50;
int third = gSexyAppBase->mWidth / 3;
g->SetColor(Color(255, 255, 0));
s = _S("PLANET EATEN:");
g->DrawString(s, third / 2 - FONT_HUNGARR->StringWidth(s) / 2, y);
s = _S("EXPORTS:");
g->DrawString(s, third + (third / 2 - FONT_HUNGARR->StringWidth(s) / 2), y);
s = _S("POPULATION:");
g->DrawString(s, third*2 + (third / 2 - FONT_HUNGARR->StringWidth(s) / 2), y);
y += FONT_HUNGARR->GetHeight();
// If the user ate too many planets to fit on screen, we'll just display "..."
// to indicate that they ate a bunch but we just can't fit it all on screen.
// In reality, it'd be best to either ensure that all the planets fit on screen,
// or that there's some sort of scrolling mechanism to allow the user to view all their
// stats.
bool drawDotDotDot = false;
for (int i = 0; i < mStats.mPlanetsEaten.size(); i += 3)
{
if (y >= gSexyAppBase->mHeight - FONT_HUNGARR->GetHeight() * 2)
{
drawDotDotDot = true;
break;
}
g->SetColor(Color(255, 255, 255));
s = mStats.mPlanetsEaten[i];
g->DrawString(s, third / 2 - FONT_HUNGARR->StringWidth(s) / 2, y);
g->SetColor(Color(128, 255, 0));
s = mStats.mPlanetsEaten[i+1];
g->DrawString(s, third + (third / 2 - FONT_HUNGARR->StringWidth(s) / 2), y);
g->SetColor(Color(255, 128, 0));
s = mStats.mPlanetsEaten[i+2];
g->DrawString(s, third*2 + (third / 2 - FONT_HUNGARR->StringWidth(s) / 2), y);
y += FONT_HUNGARR->GetHeight();
}
if (drawDotDotDot)
{
g->SetColor(Color::White);
g->DrawString(_S("..."), 5, y);
}
}
g->SetColor(Color::White);
s = _S("CLICK TO CONTINUE");
g->DrawString(s, gSexyAppBase->mWidth / 2 - FONT_HUNGARR->StringWidth(s) / 2, gSexyAppBase->mHeight - 20);
}
if (mState == LevelupEffect::CURTAIN_OUT)
{
// Draw a red curtain, whose alpha decreases as it withdrawls more.
// This lets the stats display underneath the curtain while it moves.
int alpha = mCurtainX > 255 ? 255 : mCurtainX;
g->SetColor(Color(255, 0, 0, alpha));
g->FillRect(0, 0, mCurtainX, gSexyAppBase->mHeight);
g->FillRect(gSexyAppBase->mWidth - mCurtainX, 0, mCurtainX, gSexyAppBase->mHeight);
}
if ((mState == LevelupEffect::COVERING_STATS) || (mState == LevelupEffect::FADE_OUT_STATS))
{
// Both the states where we cover up the stats and fade them out are controlled here,
// since they are functionally the same. Again, with the HSL we do the usual HSLToRGB
// stuff. However, since the FADE_OUT_STATS state actually fades out the screen and
// has an alpha value that decreases over time (mFadeOutAlpha), instead of always
// setting the alpha to 255, we need to set the alpha to mFadeOutAlpha. To do this,
// we AND with 0xFFFFFF instead of 0xFFFFFFFF. Then, we OR it with the alpha value
// 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.
//
// We draw the totally filled in regions separately, since they're easy.
// The strips then are drawn differently depending on if they are moving up or down.
// The left and right ones move oppositely.
g->SetColor( (gSexyAppBase->HSLToRGB(mHue, 255, 128) & 0xFFFFFF) | (mFadeOutAlpha << 24) );
g->FillRect(0, 0, mCoverWidth, gSexyAppBase->mHeight);
g->FillRect(gSexyAppBase->mWidth - mCoverWidth, 0, mCoverWidth, gSexyAppBase->mHeight);
if (mStripSizeChange > 0)
{
g->FillRect(mCoverWidth, 0, STRIP_WIDTH, mStripHeight);
g->FillRect(gSexyAppBase->mWidth - mCoverWidth - STRIP_WIDTH,
gSexyAppBase->mHeight - mStripHeight,
STRIP_WIDTH,
mStripHeight);
}
else
{
g->FillRect(mCoverWidth, gSexyAppBase->mHeight - mStripHeight, STRIP_WIDTH, mStripHeight);
g->FillRect(gSexyAppBase->mWidth - mCoverWidth - STRIP_WIDTH, 0, STRIP_WIDTH, mStripHeight);
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void LevelupEffect::DoneViewingStats()
{
// The user clicked to dismiss the stats screen. Cover it up
// and begin the transition to the next level.
mState = LevelupEffect::COVERING_STATS;
mCoverWidth = 0;
mStripSizeChange = 90;
mStripHeight = 0;
mFadeOutAlpha = 255;
mStartNextLevel = false;
gSexyAppBase->PlaySample(SOUND_LEVEL_UP3);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool LevelupEffect::StartNextLevel()
{
// See function header for a complete description
if (mStartNextLevel)
{
mStartNextLevel = false;
gSexyAppBase->PlaySample(SOUND_LEVEL_UP4);
return true;
}
return false;
}
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