Example #1
0
void SecretBoxArea::Init(GameCondition gameCondition)
{
	secretboxes.clear();
	boxSize = getBoxSize(gameCondition.resolution, 8, 12);

	bool xy[8][16];
	for(int i = 0; i < 8; i++)
		for(int j = 0; j < 12; j++)
			xy[i][j] = false;

	while(secretboxes.size() < 8 * 12) {
		BoxType randomBoxType = (BoxType)IwRandMinMax(1, 4);
		for(int i = 0; i < 2; i++) {
			int32 x, y;
			do {
				x = IwRandMinMax(0, 8);
				y = IwRandMinMax(0, 12);
			} while (xy[x][y]);
			xy[x][y] = true;

			SecretBox *s = new SecretBox(randomBoxType);
			s->position = new CIwSVec2(y * boxSize->x + PADDING * (y + 1), x * boxSize->y + PADDING * (x + 1));
			s->size = boxSize;
			secretboxes.push_back(s);
		}
	}
}
void FindTheSpotGameEngine::Prepare()
{
	if (g_pTile)
	{
		delete g_pTile;
		g_pTile = NULL;
	}

	g_distance = 0;
	Utils::GetLocation(&g_startLocation);
	IwRandSeed(s3eTimerGetMs());

	IGameHandler* pHandler = (IGameHandler*)g_pGameHandler;
	Region* pRegion = pHandler->GetBoundingRegion();

	// Calculate a random location within a given radius
	int tryCount = 20;
	do
	{
		double angle = PI / 180.0 * IwRandMinMax(-180, 180); // 360 degree range
		int32 radius = IwRandMinMax(25, 50); // 50 meters

		LiveMaps::CalculateLatLongInDirection(&g_startLocation, radius, angle, &g_randLocation);

		if (pRegion->Contains(g_randLocation))
		{
			break;
		}
	} while (tryCount-- > 0);

	int acx = LiveMaps::LongitudeToXAtZoom(g_randLocation.m_Longitude, LiveMaps::MaxZoom);
	int acy = LiveMaps::LatitudeToYAtZoom(g_randLocation.m_Latitude, LiveMaps::MaxZoom);

	int tx = acx / 256;
	int ty = acy / 256;

	int x = tx * 256;
	int y = ty * 256;

	g_tileLoc.x = (acx - x);
	g_tileLoc.y = (acy - y);

	char szQuad[20];
    int server = 0;
	LiveMaps::TileToQuadKey(szQuad, tx, ty, LiveMaps::MaxZoom);

	char szImageUrl[256];
	sprintf(szImageUrl, "http://r%i.ortho.tiles.virtualearth.net/tiles/%s%s.%s?g=22", server, "h", szQuad, "jpg");

	g_topLeft.m_Longitude = LiveMaps::XToLongitudeAtZoom(x, LiveMaps::MaxZoom);
	g_topLeft.m_Latitude = LiveMaps::YToLatitudeAtZoom(y, LiveMaps::MaxZoom);

	g_botRight.m_Longitude = LiveMaps::XToLongitudeAtZoom(x+256, LiveMaps::MaxZoom);
	g_botRight.m_Latitude = LiveMaps::YToLatitudeAtZoom(y+256, LiveMaps::MaxZoom);

	Utils::DownloadMapTile(&g_pTile, szImageUrl);
}
Scythe::Scythe(CIwSVec2 i2Position): LethalUnit()
{
   IW_CALLSTACK("Scythe::Scythe");

   this->tTextureList.push_back(ImageManager::getImage("scythe"));
   this->tTextureList.push_back(ImageManager::getImage("bloodyscythe"));

   this->sSoundList.push_back(SoundManager::getSound("scythe_kill"));
   this->sSoundList.push_back(SoundManager::getSound("swoosh3"));

   this->iSoundIndex = 5;

   this->i2Position = i2Position;
   this->sName="scythe";
   this->brBoundingBox = BoundingRectangle(this->i2Position, this->i2Size, CIwSVec2((int)(this->i2Size.x * 0.7f), (int)(this->i2Size.y * 0.7f)));
   this->bUpdate = false;
   this->bIsMoving = true;
   this->bDrawn = false;
   this->mRot = CIwMat2D();
   this->iLength = 0;
   this->fAngularAcceleration = 0;
   this->fAngularVel = 0;
   this->fAngle = 0;
   this->iCapDeathCount = 1000;

   this->DarkGreen.Set(46, 139, 87, 255);
   this->LightGreen.Set(0, 255, 127, 255);
   this->green = IwRandMinMax(0 , 255);
   this->up = true;

   ClassTracker::addUnit(this);
}
void Mouse::update(uint64 time)
{
   IW_CALLSTACK("Mouse::update");

   if(GameState::getState() != GameState::PLAY)
   {
      return;
   }
   this->iTime = time;
   this->iTimePassed += time;

   this->brBoundingBox.setPosition(this->getPosition(), true);

   if(this->bDead == false)
   {
      if(this->bUpdate == true)
      {
         this->iSoundIndex = IwRandMinMax(0, 4);
         this->bDead = true;
         this->bDrawn = true;
         this->bUpdate = false;
         this->setNotShiny();
         for(int i = 0; i < (int)uAffectList.size(); ++i)
         {
            dynamic_cast<ShinyUnit*>(this->uAffectList[i])->setNotShiny();
            dynamic_cast<Food*>(this->uAffectList[i])->bEmpty = true;
         }
      }
   }
   ShinyUnit::update();
}
Example #5
0
void Leader::update() {
	if (framesUntilUpdate == 0) {
		curFrame = IwRandMinMax(0, numFrames-1);
		framesUntilUpdate = 24;
	} else {
		--framesUntilUpdate;
	}
}
// Purchase fluidtest.100coins
bool OnButton3Click(void* data, CButton* button)
{
	ExampleUI *ui = (ExampleUI*)data;
	ui->Log("Attempting to purchase fluidtest.100coins");
	string randomPayload = string_format("TestPayload%d",IwRandMinMax(1,10000)); // let's be clear this is a test - in your code either don't set it or use something sensible you can check later on a different device
	s3eAndroidGooglePlayBillingRequestPurchase(inAppSkus[0],true,randomPayload.c_str());
	//s3eAndroidGooglePlayBillingRequestPurchase(subSkus[1],false,randomPayload.c_str());

	return true;
}
void LethalUnit::deathSound()
{
   IW_CALLSTACK("LethalUnit::deathSound");

   if(this->iSoundIndex >= 0)
   {
      SoundManager::playSound(this->sSoundList[this->iSoundIndex]);
   }
   SoundManager::playSound(this->sSoundList[IwRandMinMax(0, 4)]);
}
bool Mouse::scaredMove(Box* bCurr, Box* bNext)
{
   IW_CALLSTACK("Mouse::scaredMove");
   CIwFVec2 ftemp = this->f2AbsPosition;
   if(bCurr->i2Position == uTarget->i2Position)
   {
      this->bDead = true;
      this->bUpdate = false;
      this->bDrawn = true;
      this->fShininess = -1;
      return true;
   }
   else if(bCurr->getUnit("bucket") != NULL)
   {
      bCurr->getUnit("bucket")->bUpdate = true;
      bCurr->getUnit("bucket")->bAffectUpdate = true;
      this->bDead = true;
      this->bUpdate = false;
      this->bDrawn = true;
      this->fShininess = -1;
      return true;
   }
   else
   {
      this->iSoundIndex = IwRandMinMax(0, 4);
      SoundManager::playSound(this->sSoundList[this->iSoundIndex]);
      if(this->bMoveLeft == true)
      {
         this->f2AbsPosition.x -= this->f2Velocity.x * this->iTime * Screen::getMOVEMULTIPLIER().x;
         this->i2Position.x = (int)this->f2AbsPosition.x;
      }
      else
      {
         this->f2AbsPosition.x += this->f2Velocity.x * this->iTime * Screen::getMOVEMULTIPLIER().x;
         this->i2Position.x = (int)this->f2AbsPosition.x;
      }
   }
   if((bNext == NULL || bCurr->bIsFilled == true || bNext->bIsFilled == true || bCurr->bIsWalkable == false || bNext->bIsWalkable == false))
   {
      if(this->bMoveLeft == true)
      {
         this->f2AbsPosition = ftemp;
         //this->f2AbsPosition.x -= this->f2Velocity.x * this->iTime * Screen::getMOVEMULTIPLIER().x;
         this->i2Position.x = (int)this->f2AbsPosition.x;
      }
      else
      {
         this->f2AbsPosition = ftemp;
         //this->f2AbsPosition.x += this->f2Velocity.x * this->iTime * Screen::getMOVEMULTIPLIER().x;
         this->i2Position.x = (int)this->f2AbsPosition.x;
      }
   }
   return false;
}
void CatEvent::update(uint64 time)
{
   IW_CALLSTACK("CatEventt::update");

   this->iTime = time;
   this->iTimePassed += time;
   ShinyUnit::update();
   this->brBoundingBox.setPosition(this->i2Position, true);

   if(CatState::getState() == CatState::TRANSITIONING)
   {
      //cout << "cat event: TRANNY " << endl;

      this->fShininess = (float)IwRandMinMax(0, 1000);

      if(this->fShininess != 999)
      {
         this->fShininess = (float)IwRandMinMax(-4, 4);
      }
      this->setEvent();
      //cout << "Cat event base shininess " << this->fShininess << endl; 
   }
}
Example #10
0
GhostAttack::GhostAttack(Player* player, GhostType ghostType) {
	if (IwRandMinMax(0, 11) == 11) {
		// Critical hit
		hit = 50;
	} else {
		hit = ((double)IwRandMinMax(PLAYER_MAX_MANA*27, PLAYER_MAX_MANA*40))/PLAYER_MAX_MANA;
	}

	this->player = player;

	float strength;
	if (getGameState()->getIntroState() == INTRO_ATTACK) {
		strength = 0.2f;
	} else {
		strength = ghostType.getStrength();
	}

	hit = hit*strength;
	lastTime = clock();
	interval = 3000;

	over = false;
}
Example #11
0
void Food::update(uint64 time)
{
   IW_CALLSTACK("Food::update");

   this->iTime = time;
   this->iTimePassed += time;

   if(this->bAffectUpdate == true)
   {
      if(this->iTextureIndex == 0)
         this->bEmpty = false;
      if(this->bEmpty == false)
         this->setShiny();
      this->bAffectUpdate = false;
   }
   if(this->bUpdate == true)
   {
      if(this->bEmpty == false)
      {
         this->bEmpty = true;
         this->iSoundIndex = IwRandMinMax(0, 5);			
         this->changeTexture(1);
         this->bUpdate = false;
         this->setNotShiny();

         for(int i = 0; i <(int)uAffectList.size(); ++i)
         {
            this->uAffectList[i]->bAffectUpdate = true;
         }
         for( int i = 0; i < (int)this->uAttatchedToList.size(); ++i)
         {
            int x = this->uAttatchedToList.size();
            if(dynamic_cast<Food*>(uAttatchedToList[i])->bEmpty == false)
            {
               dynamic_cast<Food*>(this->uAttatchedToList[i])->setNotShiny();
               dynamic_cast<Food*>(this->uAttatchedToList[i])->bEmpty = true;
            }
         }
      }
      ShinyUnit::update();
      this->bUpdate = false;
   }
}
void LitterBox::update(uint64 time)
{
   IW_CALLSTACK("LitterBox::update");

   if (GameState::getState() != GameState::PLAY)
   {
      return;
   }
   this->iTime = time;
   this->iTimePassed += time;

   if(this->bAffectUpdate == true)
   {
      if(this->iTextureIndex == 0)
         this->bFull = false;
      if(this->bFull == false)
         this->setShiny();
      this->bAffectUpdate = false;
   }
   if(this->bUpdate == true)
   {
      if(this->bFull == false)
      {
         this->iSoundIndex = IwRandMinMax(0, 4);
         this->bFull = true;
         this->changeTexture(1);
         for( int i = 0; i <(int) this->uAffectList.size(); ++i)
         {
            this->uAffectList[i]->bAffectUpdate = true;
         }
         for(int i = 0; i <(int)this->uAttatchedToList.size(); ++i)
         {
            dynamic_cast<ShinyUnit*>( this->uAttatchedToList[i])->setNotShiny();
            dynamic_cast<LitterBox*>(this->uAttatchedToList[i])->bFull = true;
         }
      }
      ShinyUnit::update();
      this->bUpdate = false;
   }    
}
void CatEvent::setEvent()
{
   IW_CALLSTACK("CatEventt::setEvent");

   int iRandomNum = IwRandMinMax(7, 10);
   switch(iRandomNum) 
   {
   case 7:
      // cout << "LICK" << endl;
      this->csPlayWith = CatState::LICKINGSELF;
      break;
   case 8:
      //cout << "SCRATCH" << endl;
      this->csPlayWith = CatState::SCRATCHINGSELF;
      break;
   case 9:
      //cout << "STRETCH" << endl;
      this->csPlayWith = CatState::STRETCHING;
      break;
   default:
      IwAssertMsg(MYAPP, false, ("Invalid CatState"));
      this->csPlayWith = CatState::IDLING;
   }
}
Example #14
0
Icing::Icing(const CIwFVec2 position, Game* game, Player* owner) : owner(owner), scale(0.02f), finalScale(.12f), WorldObject(position, game)  { 
	angle = TO_RADIANS(IwRandMinMax(0, 360));
	texture_names.push_back(IwHashString("icing"));
}
void BackgroundManager::loadBackground(string backgroundName, CIwArray<string> extras)
{
	IW_CALLSTACK("BackgroundManager::loadBackground");
	
	this->units.clear();

	if ( extras.size() != 0)
	{
		for ( int x = 0;  x < (int)extras.size();  ++x)
		{
			if (extras[x].compare("cloud") == 0)
			{
				IwRandSeed  ( time(NULL)   );
				int num = IwRandMinMax(1, 6); // how many clouds should be made

				for ( int i = 0; i < num ; ++i)
				{
					CIwSVec2 pos = CIwSVec2( IwRandMinMax(-Screen::getBOXSIZE().x, Screen::getSCREENSIZE().x), IwRandMinMax(0, (int)(Screen::getSCREENSIZE().y * 0.33f)));
					float velocity =  (float) IwRandMinMax(500 ,2000) / 1000.0f;
					int type = IwRandMinMax(1, 10); // the number of cloud pictures we have
					Cloud * cloud = new Cloud(pos, velocity, type);
					this->units.push_back(cloud);
				}
			}
			else if (extras[x].compare("bird") == 0 )
			{
				
				CIwSVec2 pos = CIwSVec2(IwRandMinMax(0, Screen::getSCREENSIZE().x), IwRandMinMax(0, (int)(Screen::getSCREENSIZE().y * 0.4f)));
				float velocity = IwRandMinMax(1000, 4000)/100.0f;
				Bird  * bird = new Bird(pos, velocity);
				this->units.push_back(bird);
				

			}
			else if (extras[x].compare("gear") == 0 )
			{

				CIwSVec2 pos = CIwSVec2((int)(Screen::getSCREENSIZE().x * 0.3f), (int)(Screen::getSCREENSIZE().y * 0.4f)); 
				float velocity = (float)IwRandMinMax(1, 1000) / 10.0f;

				Gear  * gear = new Gear(0);
				Gear  * gear1 = new Gear(1);
				Gear  * gear2 = new Gear(2);

				this->units.push_back(gear);
				this->units.push_back(gear1);
				this->units.push_back(gear2);
			}
			else if (extras[x].compare("spiral") == 0)
			{
				this->units.push_back(new Spiral(CIwSVec2(Screen::getSCREENSIZE().x * 0.5 - 268/2, Screen::getSCREENSIZE().y * 0.5 - 268/2)));
				//this->units.push_back(new Spiral(CIwSVec2(Screen::getSCREENSIZE().x * 0.75 - 268/4, Screen::getSCREENSIZE().y * 0.5 - 272/4)));
			}
		}
	}
	this->backgroundSegments.clear();
	
	//if background is undefined no background is shown
	if ( backgroundName.compare("") == 0)
	{
		return;
	}
	
	// format has to follow backgroundName + "piece number"
	
	this->backgroundSegments.push_back(ImageManager::getImage( (backgroundName+"0").c_str() ));
	this->backgroundSegments.push_back(ImageManager::getImage( (backgroundName+"1").c_str() ));
	this->backgroundSegments.push_back(ImageManager::getImage( (backgroundName+"2").c_str() ));
	this->backgroundSegments.push_back(ImageManager::getImage( (backgroundName+"3").c_str() ));
}
void CaptureGameEngine::Start()
{
	Utils::GetLocation(&g_startLocation);
	IwRandSeed(s3eTimerGetMs());

	// get the 9 tiles around our location
	int acx = LiveMaps::LongitudeToXAtZoom(g_startLocation.m_Longitude, LiveMaps::MaxZoom);
	int acy = LiveMaps::LatitudeToYAtZoom(g_startLocation.m_Latitude, LiveMaps::MaxZoom);

	int tx = acx / 256;
	int ty = acy / 256;

	int x = tx * 256;
	int y = ty * 256;

	g_tileLoc.x = (acx - x);
	g_tileLoc.y = (acy - y);

	char szQuad[20];
	char szImageUrl[256];

	g_topLeft.x = x;// + 128;
	g_topLeft.y = y;// + 128;

	for (int ttx = tx - 1; ttx <= tx + 1; ++ttx)
	{
		for (int tty = ty - 1; tty <= ty + 1; ++tty)
		{
			int server = 0;
			LiveMaps::TileToQuadKey(szQuad, ttx, tty, LiveMaps::MaxZoom);

			sprintf(szImageUrl, "http://r%i.ortho.tiles.virtualearth.net/tiles/%s%s.%s?g=22", server, "h", szQuad, "jpg");

			g_pTiles[1 + (ttx-tx)][1 + (tty-ty)] = 0;
			Utils::DownloadMapTile(&g_pTiles[1 + (ttx-tx)][1 + (tty-ty)], szImageUrl);
		}
	}

	s3eLocation bottomRight, topLeft, topRight, bottomLeft, center;
	bottomRight.m_Latitude = LiveMaps::YToLatitudeAtZoom(y+512, LiveMaps::MaxZoom);
	bottomRight.m_Longitude = LiveMaps::XToLongitudeAtZoom(x+512, LiveMaps::MaxZoom);
	topLeft.m_Latitude = LiveMaps::YToLatitudeAtZoom(y-256, LiveMaps::MaxZoom);
	topLeft.m_Longitude = LiveMaps::XToLongitudeAtZoom(x-256, LiveMaps::MaxZoom);

	if (topLeft.m_Longitude > bottomRight.m_Longitude)
	{
		float longitude = bottomRight.m_Longitude;
		bottomRight.m_Longitude = topLeft.m_Longitude;
		topLeft.m_Longitude = longitude;
	}
	if (topLeft.m_Latitude > bottomRight.m_Latitude)
	{
		float latitude = bottomRight.m_Latitude;
		bottomRight.m_Latitude = topLeft.m_Latitude;
		topLeft.m_Latitude = latitude;
	}

	topRight.m_Longitude = topLeft.m_Longitude;
	topRight.m_Latitude = bottomRight.m_Latitude;

	center.m_Latitude = (bottomRight.m_Latitude + topLeft.m_Latitude) / 2;
	center.m_Longitude = (bottomRight.m_Longitude + topLeft.m_Longitude) / 2;

	float maxDir = LiveMaps::CalculateDistance(topLeft, topRight) / 2.1;
	
	IGameHandler* pHandler = (IGameHandler*)g_pGameHandler;
	Region* pRegion = pHandler->GetBoundingRegion();

	for (int i = 0; i < 15; ++i)
	{
		s3eLocation* randLoc = new s3eLocation;
		// Calculate a random location within a given radius
		int tryCount = 20;
		do
		{
			double angle = PI / 180.0 * IwRandMinMax(-180, 180); // 360 degree range
			int32 radius = IwRandMinMax(5, maxDir); // 50 meters

			LiveMaps::CalculateLatLongInDirection(&center, radius, angle, randLoc);

			s3eLocation testLoc = *randLoc;

			if (pRegion->Contains(testLoc) && (testLoc.m_Latitude >= topLeft.m_Latitude) && (testLoc.m_Latitude <= bottomRight.m_Latitude) && (testLoc.m_Longitude >= topLeft.m_Longitude) && (testLoc.m_Longitude <= bottomRight.m_Longitude))
			{
				break;
			}
		} while (tryCount-- > 0);

		g_pCaptures.push_back(randLoc);
	}
	g_caughtAllTime = 0;
}
Example #17
0
void CameraDefend::reinit() {
	float width = (float)IwGxGetScreenWidth()*0.15f;
	//width = width > 120 ? 120 : width;
	float height = width;
	float padding = (float)IwGxGetScreenWidth()*0.05f;

	int mid = IwGxGetScreenHeight()/2;
	int heightSqrt = sqrt(IwGxGetScreenHeight()/2);
	bool leftAboveMid;

	float locPadding = (float)IwGxGetScreenHeight()*0.10f;
	{
		// The dot prefers corners
		int positionFromMid = IwRandMinMax(0, heightSqrt) * IwRandMinMax(0, heightSqrt);
		positionFromMid = IwGxGetScreenHeight()/2 - positionFromMid;
		leftAboveMid = IwRandMinMax(0, 9) < 5;
		int leftSpotY = leftAboveMid ? 
			mid - positionFromMid + locPadding :
			mid + positionFromMid - locPadding - height;

		dotVertsTopLeftLeft = CIwFVec2(padding, leftSpotY);
		dotVertsSizeLeft = CIwFVec2(width, height);

		animVertsLeft[0] = CIwFVec2(dotVertsTopLeftLeft.x - width, dotVertsTopLeftLeft.y - height);
		animVertsLeft[1] = CIwFVec2(dotVertsTopLeftLeft.x - width, dotVertsTopLeftLeft.y + height*2);
		animVertsLeft[2] = CIwFVec2(dotVertsTopLeftLeft.x + width*2, dotVertsTopLeftLeft.y + height*2);
		animVertsLeft[3] = CIwFVec2(dotVertsTopLeftLeft.x + width*2, dotVertsTopLeftLeft.y - height);

		animVertsLeftSuccess[0] = animVertsLeft[0];
		animVertsLeftSuccess[1] = animVertsLeft[1];
		animVertsLeftSuccess[2] = animVertsLeft[2];
		animVertsLeftSuccess[3] = animVertsLeft[3];
	}

	{
		int positionFromMid = IwRandMinMax(0, heightSqrt) * IwRandMinMax(0, heightSqrt);
		positionFromMid = IwGxGetScreenHeight()/2 - positionFromMid;
		// The dot prefers the opposite corner
		bool rightAboveMid = leftAboveMid ? IwRandMinMax(0, 9) < 2 : IwRandMinMax(0, 9) >= 2;
		int rightSpotY = rightAboveMid ? 
			mid - positionFromMid + locPadding :
			mid + positionFromMid - locPadding - height;

		int screenW = IwGxGetScreenWidth();
		dotVertsTopLeftRight = CIwFVec2(screenW-padding-width, rightSpotY);
		dotVertsSizeRight = CIwFVec2(width, height);

		animVertsRight[0] = CIwFVec2(dotVertsTopLeftRight.x - width, dotVertsTopLeftRight.y - height);
		animVertsRight[1] = CIwFVec2(dotVertsTopLeftRight.x - width, dotVertsTopLeftRight.y + height*2);
		animVertsRight[2] = CIwFVec2(dotVertsTopLeftRight.x + width*2, dotVertsTopLeftRight.y + height*2);
		animVertsRight[3] = CIwFVec2(dotVertsTopLeftRight.x + width*2, dotVertsTopLeftRight.y - height);

		animVertsRightSuccess[0] = animVertsRight[0];
		animVertsRightSuccess[1] = animVertsRight[1];
		animVertsRightSuccess[2] = animVertsRight[2];
		animVertsRightSuccess[3] = animVertsRight[3];
	}

	for (int i = 0; i < DEFEND_TOUCHES_MAX; i++) {
		touch[i]->drawing = false;
	}
}
void PatteRunGameEngine::Activate()
{
	/*
	g_pBall->Reset();
	g_pCompPaddle->Reset();
	g_pUserPaddle->Reset();
	*/

	int width = Iw2DGetSurfaceWidth();
	int height = Iw2DGetSurfaceHeight();

	CIwFVec2 accuracy = g_pGameHandler->GetAccuracy();
	double widthMeter = g_pGameHandler->GetScaler()->GetMetersPerPixelX() * width;
	double heightMeter = g_pGameHandler->GetScaler()->GetMetersPerPixelY() * height;

	float maxAccuracy = MIN(accuracy.x, accuracy.y);

	double xWidth = widthMeter / maxAccuracy;
	double yWidth = heightMeter / maxAccuracy;

	int iRows = MAX(3, ceil(yWidth));
	int iCols = MAX(3, ceil(xWidth));

	int tileWidth = ceil((double)width / iCols);
	int tileHeight = ceil((double)height / iRows);

	std::list<CGridTile*>::iterator iter = g_pTiles.begin();
	while (iter != g_pTiles.end())
	{
		delete *iter;
		iter++;
	}
	g_pTiles.clear();

	for (int i = 0; i < iCols; ++i)
	{
		for (int j = 0; j < iRows; ++j)
		{
			bool isDark = ((i + j) % 2) == 0;
			CIwRect bounds(i * tileWidth, j * tileHeight, tileWidth, tileHeight);

			CGridTile* pTile = new CGridTile(g_pGameHandler, bounds, isDark);
			g_pTiles.push_back(pTile);
		}
	}

	int lastX = -1;
	int lastY = -1;

	for (int i = 0; i < 20; ++i)
	{
		int xRand, yRand;

		do
		{
			xRand = IwRandMinMax(0, iCols);
			yRand = IwRandMinMax(0, iRows);
		}
		while (xRand == lastX && yRand == lastY);

		g_pCoords[i] = xRand + iCols * yRand;

		lastX = xRand;
		lastY = yRand;
	}

	g_iLevel = 0;
	g_iCounter = -1;
	g_iGameCounter = 0;
	g_iScore = g_iDisplayedScore = 0;

	g_handler.Start(1500, 3, 1000);
}