Beispiel #1
0
//************************************************************************
void CNutDropScene::ResetSpriteScore (LPSPRITE lpScore1, LPSPRITE lpScore2)
//************************************************************************
{
	if (!lpScore1 || !lpScore2)
		return;

	lpScore1->SetCurrentCell (m_nScoreCells - 1);
	lpScore2->SetCurrentCell (0);
	lpScore1->Draw();
	lpScore2->Draw();
}
Beispiel #2
0
//************************************************************************
void CNutDropScene::CheckObjectCollision (LPSPRITE lpSprite)
//************************************************************************
{
	if (!m_lpPlayerSprite || !m_pAnimator)
		return;

	// See if they've picked enough already
	if (m_nGoodPicks >= m_nMatchesNeeded)
		return;

	static BOOL fBusy = FALSE;
	if (fBusy)
		return;
	fBusy = TRUE;

	RECT rBasket, rBasketX;
	rBasket = (m_WalkDir == WALKLEFT ? m_rLeftBasket : m_rRightBasket );
	m_lpPlayerSprite->Location (&rBasketX);
	OffsetRect( &rBasket, rBasketX.left, rBasketX.top );
	IntersectRect( &rBasket, &rBasket, &rBasketX );

	if (m_pAnimator->CheckCollision (m_lpPlayerSprite, lpSprite, &rBasket))
	{
		int idx = GetObjectIndex (lpSprite);
		if (idx == -1 || m_ObjectList[idx].m_nState == StateGoodPick)
		{
			fBusy = FALSE;
			return;
		}

		m_ObjectList[idx].m_nState = StateGoodPick;
		m_nGoodPicks++;

		// Play the got one sound if one is defined
		FNAME szFileName;
		GetPathName (szFileName, m_szGotOneWave);
		if (m_nGoodPicks < m_nMatchesNeeded)
		{
			if (GetSound() && m_szGotOneWave[0] != '\0')
			{
				GetSound()->StopChannel (NORMAL_CHANNEL);
				GetSound()->StartFile (szFileName, NO/*bLoop*/, NORMAL_CHANNEL/*iChannel*/, FALSE);
			}
		}
		else
			PlaySound(szFileName, FALSE); // how to play with wait AND wavemix

		// Hide this object
		lpSprite->Show (FALSE);

		// Update the caught score
		UpdateSpriteScore (m_lpCaughtScore[0], m_lpCaughtScore[1], m_nGoodPicks);
		
		// See if they've picked enough to win this level
		if (m_nGoodPicks >= m_nMatchesNeeded)
			PlayLevelSuccessWave();
	}
	fBusy = FALSE;
}
Beispiel #3
0
//************************************************************************
void CNutDropScene::UpdateSpriteScore (LPSPRITE lpScore1, LPSPRITE lpScore2, int iScore)
//************************************************************************
{
	if (!lpScore1 || !lpScore2)
		return;

	int iTmp = iScore;

	if (iTmp > 99)
		return;

	if (iTmp < 10)
	{
		lpScore2->SetCurrentCell (iTmp);
		lpScore2->Draw();
	}
	else
	{
		lpScore1->SetCurrentCell (iTmp / 10);
		while (iTmp > 10)
			iTmp -= 10;
		if (iTmp == 10)
			iTmp = 0;
		lpScore2->SetCurrentCell (iTmp);
		lpScore1->Draw();
		lpScore2->Draw();
	}
}
Beispiel #4
0
//************************************************************************
void CCreditsScene::OnSpriteNotify( LPSPRITE lpSprite, SPRITE_NOTIFY Notify )
//************************************************************************
{
	if (Notify != SN_MOVEDONE)
		return;
	lpSprite->Kill();
	if ( !m_pContributors )
		return;
	int i = m_nNextContributor;
	DWORD dwDelay = m_pContributors[i].m_dwDelayTime;
	if ( (dwDelay == 1) || (!dwDelay && !m_pAnimator->GetNumSprites()) )
		StartNext();
}
Beispiel #5
0
//************************************************************************
BOOL CCreditsScene::StartNext()
//************************************************************************
{
	if ( !m_pContributors )
		return( NO );

	m_dwLastTime = timeGetTime();
	int i = m_nNextContributor;
	if ( ++m_nNextContributor >= m_nContributors )
		m_nNextContributor = 0;

	PDIB pDib;
	int iType = m_pContributors[i].m_iType;
	if ( !(pDib = TextToDib(m_pContributors[i].m_szName, m_szFaceName[iType], m_ptSize[iType],
					m_fItalic[iType], m_Color[iType], GetPalette(), m_BackgrndColor)) )
		return(NO/*fStarted*/);

	POINT ptOrigin;
	ptOrigin.x = 0;
	ptOrigin.y = 0;
	LPSPRITE lpSprite = m_pAnimator->CreateSprite( &ptOrigin );
	lpSprite->AddCell( pDib, 0, 0 );
	lpSprite->SetSpeed( m_pContributors[i].m_iSpeed );
	lpSprite->SetNotifyProc(::OnSpriteNotify, (DWORD)this);
	int x;
	if (m_fCenter)
	{
	   int iWidth, iHeight;
	   lpSprite->GetMaxSize(&iWidth, &iHeight);
	   x = (RectWidth(&m_rGameArea) - iWidth) / 2;
	   x += m_rGameArea.left;
	}
	else
		x = m_pContributors[i].m_ptStart.x;
	lpSprite->Jump(x, m_pContributors[i].m_ptStart.y);
	lpSprite->Show(TRUE);
	if (!m_fCenter)
		x = m_pContributors[i].m_ptEnd.x;
	lpSprite->AddCmdMove(x, m_pContributors[i].m_ptEnd.y);
	return(YES/*fStarted*/);
}
Beispiel #6
0
//************************************************************************
LPSPRITE CNutDropScene::CreateScoreSprite (int x, int y, int iCell)
//************************************************************************
{
	FNAME szFileName;
	POINT ptOrigin;

	ptOrigin.x = 0;
	ptOrigin.y = 0; 

	LPSPRITE lpSprite = m_pAnimator->CreateSprite (&ptOrigin);
	if (lpSprite && m_szScoreBmp[0] != '\0')
	{
		GetPathName (szFileName, m_szScoreBmp); 
		lpSprite->AddCells (szFileName, m_nScoreCells, NULL);
		lpSprite->SetCellsPerSec (0);
		lpSprite->SetCurrentCell (iCell);
		lpSprite->Jump (x, y);
		lpSprite->Show (TRUE);
	}
	return lpSprite;
}