void MyPS2Application::GameOver()
{
	if (!game_over_loaded)
	{
		printf("Loading Game Over sprite\n");
		LoadGameOver();
	}
	
	RenderGameOver();
	
	if ((pad[0].buttons & PAD_START))
	{
		printf("Reseting da f*****g game!");
		ResetGame();
	}
}
Example #2
0
void GameApp::Render(){
	glClear(GL_COLOR_BUFFER_BIT);
	switch (state){
		case MAIN_MENU:
			RenderMainMenu();
			break;
		case GAMEPLAY:
			RenderGamePlay();
			break;
		case GAME_OVER:
			RenderGameOver();
			break;
		case PAUSE:
			RenderPause();
			break;
	}
	SDL_GL_SwapWindow(displayWindow);	
}
Example #3
0
void gameApp::Render()
{
	glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT);
	switch (state)
	{
	case MAIN_MENU:
	{
							RenderMainMenu();
							Mix_FadeInMusic(titlemewsic, -1, 500);
	}
	case MAIN_QUEST:
	{
							RenderQuest();
							Mix_FadeInMusic(stagemewsic, -1, 1000);
	}
	case MAIN_DEATH:
	{
							RenderGameOver();
							Mix_FadeInMusic(gameovermewsic, -1, 300);
	}
	}
}
Example #4
0
void ClassDemoApp::UpdateGameLevel(float elapsed) {
    
    const Uint8 *keys = SDL_GetKeyboardState(NULL);
    
    if (keys[SDL_SCANCODE_LEFT]) {
        player->x -= elapsed * 6.0f;
        if( player->x < -3.55f + player->width / 2.0f) {
            player->x = -3.55f + player->width / 2.0f;
        }
    }
    if (keys[SDL_SCANCODE_RIGHT]) {
        player->x += elapsed * 6.0f;
        if (player->x > 3.55f - player->width / 2.0f) {
            player->x = 3.55f - player->width / 2.0f;
        }
    }
    
    timeCount += elapsed;
    
    if (timeCount > 0.15f) {
        for (Entity& enemy : enemies) {
            if (enemy.active) {
                if (player->collidesWith(enemy)) {
                    RenderGameOver();
                }
                if (moveEnemyDown) {
                    enemy.y -= 0.3f;
                }
                else {
                    enemy.x += 0.1f * enemyDirection;
                    if (enemy.x < -3.0f || enemy.x > 3.0f) {
                        enemyHitWall = true;
                    }
                }
            }
        }
        moveEnemyDown = false;
        if (enemyHitWall) {
            moveEnemyDown = true;
            enemyDirection *= -1.0f;
            enemyHitWall = false;
        }
        timeCount -= 0.15f;
    }
    
    if (bullet.active) {
        bullet.y += 10.0f * elapsed;
        if (bullet.y > 2.0f) {
            bullet.active = false;
        }
        else {
            for (Entity& enemy : enemies) {
                if (bullet.collidesWith(enemy)) {
                    enemy.active = false;
                    bullet.active = false;
                    score++;
                    numOfEnemies--;
                    if (numOfEnemies <= 0) {
                        RenderMainMenu();
                    }
                    break;
                }
            }
        }
    }
    
}
Example #5
0
    void BacteroidsState::Render()
    {
        Renderer &renderer = GetRenderer();
        renderer.SetTime(m_time.GetTimeMicros());

        renderer.SetView(m_playView);

        renderer.BindColorShader();
        renderer.SetColor(Color(0.05f, 0.13f, 0.15f));
        renderer.DrawFilledRectangle(PLAY_AREA_LEFT, PLAY_AREA_BOTTOM, PLAY_AREA_RIGHT, PLAY_AREA_TOP);

        for (size_t_32 i = 0; i < m_objects.Size(); i++)
        {
            GameObject *obj = m_objects[i];

            vec2f p = obj->GetPosition();
            float r = obj->GetRadius() * 1.1f;

            if ((p.x > PLAY_AREA_LEFT - r && p.x < PLAY_AREA_RIGHT + r &&
                 p.y > PLAY_AREA_BOTTOM - r && p.y < PLAY_AREA_TOP + r) == false)
            {
                continue;
            }

            renderer.BindShader(obj->GetShader());

            const vec2f vel2 = obj->GetVelocity();
            const vec4f velocity(vel2.x, vel2.y, 0.0f, 0.0f);
            renderer.GetGraphics()->SetUniform(m_uniforms.m_velocity, velocity);
            obj->Render(&renderer, m_uniforms);
        }

        renderer.BindColorShader();
        m_damageFade.Render(&renderer);
        m_pauseFade.Render(&renderer);


        renderer.SetView(GetDefaultView());

        if (m_time.IsPaused())
        {
            RenderPause();
        }
        else if (m_player.IsDead())
        {
            RenderGameOver();
        }

        {
            TextLayout layout(renderer, 0.0f, 0.0f);

            renderer.BindFontShader();
            renderer.SetColor(Color(1.0f, 1.0f, 1.0f));
            renderer.SetFontScale(1.0f);

            char buf[64];
            StringPrintF(buf, "Score: %i", m_score);
            layout.AddText(buf, 0.0f);
            layout.AddLine();

            StringPrintF(buf, "Kills: %i", m_kills);
            layout.AddText(buf, 0.0f);
            layout.AddLine();

            const float ptPerKill = (m_kills) ? (m_score / float(m_kills)) : 0;
            StringPrintF(buf, "pt per kill: %.1f", ptPerKill);
            layout.AddText(buf, 0.0f);
            layout.AddLine();

            const float hx = 10.0f;
            const float hy = layout.m_cursor.y + 10.0f;

            renderer.BindColorShader();
            renderer.SetColor(Color(0.5f, 0.5f, 0.5f));
            renderer.DrawFilledRectangle(hx, hy, hx + 100.0f, hy + 10.0f);
            renderer.SetColor(Color(0.85f, 0.05f, 0.05f));
            renderer.DrawFilledRectangle(hx, hy, hx + m_player.GetHealth(), hy + 10.0f);
        }

        {
            const Viewport vp = renderer.GetView().m_viewport;

            TextLayout layout(renderer, 0.0f, vp.h);

            renderer.BindFontShader();
            renderer.SetColor(Color(1.0f, 1.0f, 1.0f));
            renderer.SetFontScale(1.0f);

            char buf[64];
            StringPrintF(buf, "[M] - Muted: %s", GetAudio().IsMuted() ? "yes" : "no");
            layout.AddLines(-1);
            layout.AddText(buf, 0.0f);
        }
    }
Example #6
0
void ClassDemoApp::UpdateGameLevel(float elapsed) {

    const Uint8 *keys = SDL_GetKeyboardState(NULL);

    player->velocity_x = 5.0f;

    if (keys[SDL_SCANCODE_LEFT]) {
        player->acceleration_x = -10.0f;
    }
    else if (keys[SDL_SCANCODE_RIGHT]) {
        player->acceleration_x = 10.0f;
    }
    else {
        player->acceleration_x = 0.0f;
    }
    if (keys[SDL_SCANCODE_UP] && player->velocity_y < 10.0f) {
        Mix_PlayChannel(-1, someSound, 0);
        player->velocity_y += 1.5f;
        player->collidedBottom = false;
    }

    for (size_t i = 0; i < enemies.size(); i++) {
        enemies[i].Update(elapsed);

        int gridX = 0, gridY = 0;

        worldToTileCoordinates(enemies[i].position_x - enemies[i].width / 2, enemies[i].position_y, &gridX, &gridY);
        if (checkIfSolid(gridX, gridY, levelData)) {
            enemies[i].velocity_y *= -1;
        }

        worldToTileCoordinates(enemies[i].position_x + enemies[i].width / 2, enemies[i].position_y, &gridX, &gridY);
        if (checkIfSolid(gridX, gridY, levelData)) {
            enemies[i].velocity_y *= -1;
        }

        worldToTileCoordinates(enemies[i].position_x, enemies[i].position_y + enemies[i].height / 2, &gridX, &gridY);
        if (checkIfSolid(gridX, gridY, levelData)) {
            enemies[i].velocity_y *= -1;
        }

        worldToTileCoordinates(enemies[i].position_x, enemies[i].position_y - enemies[i].height / 2, &gridX, &gridY);
        if (checkIfSolid(gridX, gridY, levelData)) {
            enemies[i].velocity_y *= -1;
        }

        float ydiff = enemies[i].position_y - player->position_y;
        float xdiff = enemies[i].position_x - player->position_x;
        if (xdiff < 5.0f) {
            enemies[i].position_y -= ydiff / 100.0f;
            enemies[i].position_x -= xdiff / 100.0f;
        }

    }

    for (size_t i = 0; i < entities.size(); i++) {
        if (!entities[i]->isStatic) {

            entities[i]->Update(elapsed);

            int gridX = 0, gridY = 0;

            worldToTileCoordinates(entities[i]->position_x - entities[i]->width / 2, entities[i]->position_y, &gridX, &gridY);
            if (checkIfSolid(gridX, gridY, levelData)) {
                entities[i]->position_x = (gridX + 1) * TILE_SIZE + entities[i]->width / 2 + 0.005f;
                entities[i]->velocity_x = 0;
                entities[i]->collidedLeft = true;
            }

            worldToTileCoordinates(entities[i]->position_x + entities[i]->width / 2, entities[i]->position_y, &gridX, &gridY);
            if (checkIfSolid(gridX, gridY, levelData)) {
                entities[i]->position_x = gridX * TILE_SIZE - entities[i]->width / 2 - 0.005f;
                entities[i]->velocity_x = 0;
                entities[i]->collidedRight = true;
            }

            worldToTileCoordinates(entities[i]->position_x, entities[i]->position_y + entities[i]->height / 2, &gridX, &gridY);
            if (checkIfSolid(gridX, gridY, levelData)) {
                entities[i]->position_y = (-gridY - 1) * TILE_SIZE - entities[i]->height / 2 - 0.005f;
                entities[i]->velocity_y = 0;
                entities[i]->collidedTop = true;
            }

            worldToTileCoordinates(entities[i]->position_x, entities[i]->position_y - entities[i]->height / 2, &gridX, &gridY);
            if (checkIfSolid(gridX, gridY, levelData)) {
                entities[i]->position_y = -gridY * TILE_SIZE + entities[i]->height / 2 + 0.005f;
                entities[i]->velocity_y = 0;
                entities[i]->collidedBottom = true;
            }
        }

        for (Entity& enemy : enemies) {
            if (enemy.active) {
                if (player->collidesWith(enemy)) {
                    RenderGameOver();
                }
            }
        }

        for (Entity& key : keyv) {
            if (key.active) {
                if (player->collidesWith(key)) {
                    score++;
                    key.active = false;
                }
            }
        }
    }

}