Beispiel #1
0
C_Rect::C_Rect(const C_Vec2& start, const C_Vec2& end)
{
  double startx, endx, starty, endy;
  
  Start = start;
  End = end;

  startx = start.X();
  starty = start.Y();
  endx = end.X();
  endy = end.Y();

  if (start.X() > end.X())
    {
      startx = end.X();
      endx = start.X();
    }
  if (start.Y() > end.Y())
    {
      starty = end.Y();
      endy = start.Y();
    }

  Start = C_Vec2(startx, starty);
  End = C_Vec2(endx, endy);
}
void SM_Scores::draw()
{
	//draw the images
	background->pushToScreen(renderer, C_Vec2(), dimensions);
	scoresBackground->pushToScreen(renderer, C_Vec2(dimensions.x * 0.125f, dimensions.y * 0.05f), dimensions * 0.75);

	//draw score text
	for (int i = 0; i < 5; i++)
	{
		scoresText[i]->pushToScreen(C_Vec2(dimensions.x * 0.365f, (i+2) * (dimensions.y * 0.1f)));
	}

	//Draw the two coins outside the button
	coin->pushToScreen(
		renderer,
		C_Vec2((dimensions.x * 0.2f) - (coinDim.x * 0.5f), buttonYPos),
		coinDim);
	coin->pushToScreen(
		renderer,
		C_Vec2((dimensions.x * 0.8f) - (coinDim.x * 0.5f), buttonYPos),
		coinDim);

	//draw the button
	exitButton->draw(renderer);
}
Beispiel #3
0
//DO * Rechteck-Klasse ***********************************************
C_Rect::C_Rect()
{
  double startx, endx, starty, endy;

  startx = 0.0f;
  starty = 0.0f;
  endx = 0.0f;
  endy = 0.0f;
  
  Start = C_Vec2(startx, starty);
  End = C_Vec2(endx, endy);
}
EE_StormCloud::EE_StormCloud(C_Texture* sprite, C_Vec2 pos, C_Vec2 dimensions, float* universalSpeed)
	: EB_VelocityAnimated(sprite, pos, dimensions, C_Vec2(-500.0f, 0.0f), 3, C_Vec2(562, 401), 0.075f, "EE_StormCloud", universalSpeed),
	dead(false), deathParticles(false), cloudDim(C_Vec2(562.0f, 298.0f))
{
	//Initialise the sprite position
	int spriteYindex = rand() % 4;
	spriteIndex = C_Vec2(0, spriteYindex);

	//Work out the percentage of the cloud height in the sprite
	float cloudPercent = (cloudDim.y / 401.0f) * 100.0f;
	//Work out 1% of the sprite height
	float onePercent = dimensions.y * 0.01f;
	//Work out the cloud height
	float cloudHeight = cloudPercent * onePercent;

	//Scale the cloud dimensions
	cloudDim = C_Vec2(dimensions.x, cloudHeight);
}
EP_Player::EP_Player(C_Texture* sprite, C_Vec2 pos, C_Vec2 dimensions, C_Texture* archerSprite, C_Vec2 archerPos,
	C_Vec2 archerDimensions, C_Vec2 screenDimensions, C_Texture* fireSprite, SDL_Colour minTint, SDL_Colour maxTint, 
	float* universalSpeed)
	: EB_Animated(sprite, pos, dimensions, 5, C_Vec2(699, 436), 0.1f, "EP_Player", universalSpeed),
	screenDimensions(screenDimensions), 
	pressed(false), health(3), maxHealth(3), coins(0), maxCoins(999999999),
	archer(new EP_PlayerArcher(archerSprite, archerPos, archerDimensions, universalSpeed)), 
	archerOffset(archerPos - pos), flamingPowerUp(false), flamingPowerUpTimer(30), timeSlowPowerUp(false), timeSlowPowerUpTimer(10),
	fireEffectOffset(C_Vec2(screenDimensions.x * 0.022f, screenDimensions.y * 0.05f)),
	fireEffect(new PS_ParticleEffect(fireSprite, pos + fireEffectOffset, true, 5.0f, 15.0f, 0.1f, minTint, maxTint)),
	shieldLossSound(new C_Audio("Assets/Audio/shieldLoss.ogg"))
{
	//set the fire effect to not be emitting
	fireEffect->setEmitting(false);

	//Initialise array sounds
	healthLossSounds[0] = new C_Audio("Assets/Audio/death.ogg");
	healthLossSounds[1] = new C_Audio("Assets/Audio/damage2.ogg");
	healthLossSounds[2] = new C_Audio("Assets/Audio/damage.ogg");
}
SM_Scores::SM_Scores(S_StateManager* stateManager, SDL_Renderer* renderer, C_Vec2 dimensions, C_Music* backgroundMusic)
	: S_State(stateManager, renderer, dimensions),
	backgroundMusic(backgroundMusic),
	background(new C_Texture("Assets/Images/nongamebackground.png", renderer)),
	scoresBackground(new C_Texture("Assets/Images/scoresBackground.png", renderer)),
	buttonBackground(new C_Texture("Assets/Images/buttonBackground981x174.png", renderer)),
	coin(new C_Texture("Assets/Images/coin.png", renderer)),
	coinDim(C_Vec2(dimensions.y * 0.125f, dimensions.y * 0.125f)),
	buttonYPos((dimensions.y * 0.075f) * 11.0f)
{
	//Initialise universal speed
	universalSpeed = new float(0.0f);

	//Initialise Button
	exitButton =
		new UI_Button(
		buttonBackground, //Button Sprite
		C_Vec2(981.0f, 174.0f), //Sprite Dimensions
		C_Vec2(dimensions.x * 0.3f, buttonYPos), //Position
		"Back", "Assets/Font/MonogramsToolbox.ttf", //Text & font location
		(int)(dimensions.y * 0.06f), //Font size
		206, 158, 0, //Font colour
		renderer, //The renderer
		dimensions.y * 0.025f, //Border
		C_Vec2(dimensions.x * 0.4f, dimensions.y * 0.125f), //Minimum dimensions of the button
		universalSpeed //Universal Speed
		);

	//Load the scores
	loadScores();

	//Initialise score text
	for (int i = 0; i < 5; i++)
	{
		scoresText.push_back(new C_Text(scores[i], "Assets/Font/MonogramsToolbox.ttf", (int)(dimensions.y * 0.075f), renderer, 206, 158, 0));
	}
}
Beispiel #7
0
C_Rect::C_Rect(const double startX,const double startY,
               const double endX, const double endY)
{
  double startx, endx, starty, endy;

  startx = startX;
  starty = startY;
  endx = endX;
  endy = endY;
  
  if (startX > endX)
    {
      startx = endX;
      endx = startX;
    }
  if (startY > endY)
    {
      starty = endY;
      endy = startY;
    }

  Start = C_Vec2(startx, starty);
  End = C_Vec2(endx, endy);
}
EB_Animated::EB_Animated(C_Texture* sprite, C_Vec2 pos, C_Vec2 dimensions, int animationFrames, 
	C_Vec2 spriteDimensions, float animationLength, std::string iD, float* universalSpeed)
	: EB_Entity(sprite, pos, dimensions, iD, universalSpeed), animationFrames(animationFrames),
	spriteDimensions(spriteDimensions), animationTimer(animationLength), spriteIndex(C_Vec2())
{
}
Beispiel #9
0
C_Vec2 operator / (double v,const C_Vec2& w)
{
  return C_Vec2(double(w.x/v), double(w.y/v));
}
void EB_Entity::setHeight(float height)
{
	dimensions = C_Vec2(dimensions.x, height);
}
void EB_Entity::setWidth(float width)
{
	dimensions = C_Vec2(width, dimensions.y);
}
void EB_Entity::setY(float y)
{
	pos = C_Vec2(pos.x, y);
}
void EB_Entity::setX(float x)
{
	pos = C_Vec2(x, pos.y);
}
Beispiel #14
0
int main(int argc, char *argv[])
{
	//Set the window title
	std::string title = "Sky Zone Omega";

	//Set the window and target resolutions
	C_Vec2 targetRes = C_Vec2(1080, 608);
	C_Vec2 windowRes = C_Vec2(1080, 608);

	//Initialise SDL
	if (SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		//Failed initialisation
		C_Utilities::logE("SDL failed to initialise: " + std::string(SDL_GetError()));
		return -1;
	}

	//Initialise SDL_ttf
	if (TTF_Init() < 0)
	{
		//Failed initialisation
		C_Utilities::logE("SDL_ttf failed to initialise: " + std::string(TTF_GetError()));
		return -1;
	}

	//Initialise SDL_mixer
	if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
	{
		C_Utilities::logE("SDL_mixer failed to initialise: " + std::string(Mix_GetError()));
		return -1;
	}

	//Time Check
	unsigned int lastTime = SDL_GetTicks();


#if !defined(_DEBUG)

	//Create Window
	C_Vec2 windowPos = C_Vec2(100, 100);
	SDL_Window *window = SDL_CreateWindow(title.c_str(),
		(int)windowPos.x, (int)windowPos.y,
		(int)windowRes.x, (int)windowRes.y,
		SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP);

#else

	//Create Window
	C_Vec2 windowPos = C_Vec2(100, 100);
	SDL_Window *window = SDL_CreateWindow(title.c_str(),
		(int)windowPos.x, (int)windowPos.y,
		(int)windowRes.x, (int)windowRes.y,
		SDL_WINDOW_SHOWN);

#endif	

	//Create Renderer from the window
	SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);

	//Set the renderer to work out the render at this resolution and then scale it up the 
	//closest resolution it can to the windows resolution (adds bars of the render colour)
	SDL_RenderSetLogicalSize(renderer, (int)targetRes.x, (int)targetRes.y);

	//The background music
	C_Music* backgroundMusic = new C_Music("Assets/Audio/gameplayLoop.ogg");

	//Setup state manager and initial state
	S_StateManager * stateManager = new S_StateManager();
	stateManager->addState(new S_Splash(stateManager, renderer, targetRes, backgroundMusic));

	//Start Game Loop
	bool go = true;
	while (go)
	{
		//Time Check
		unsigned int current = SDL_GetTicks();
		float deltaTime = (float)(current - lastTime) / 1000.0f;
		lastTime = current;

		//Handle the current state inputs
		go = stateManager->input();

		//Update the current state
		stateManager->update(deltaTime);

		//set draw colour to black
		SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);

		//Clear the entire screen to the set colour
		SDL_RenderClear(renderer);

		//Draw the states
		stateManager->draw();

		//display renderer
		SDL_RenderPresent(renderer);

		//Time Limiter
		if (deltaTime < (1.0f / 50.0f))
		{
			SDL_Delay((unsigned int)(((1.0f / 50.0f) - deltaTime)*1000.0f));
		}
	}
	//destroy data
	delete stateManager;
	//Stop music
	backgroundMusic->stopMusic();
	//Delete audio pointers
	delete backgroundMusic;
	SDL_DestroyWindow(window);
	SDL_Quit();
	return 0;
}
Beispiel #15
0
C_Vec2 operator * (double v,const C_Vec2& w)
{
  return C_Vec2(double(w.x*v), double(w.y*v));
}
Beispiel #16
0
C_Vec2 C_Vec2::operator - ()
{
  return C_Vec2(-x, -y); 
}
Beispiel #17
0
C_Vec2 operator - (const C_Vec2& w,const C_Vec2& v)
{
  return C_Vec2(w.x-v.x, w.y-v.y);
}
Beispiel #18
0
C_Vec2 operator + (const C_Vec2& w,const C_Vec2& v)
{
  
  return C_Vec2(w.x+v.x, w.y+v.y);
}