Example #1
0
//--------------------------------------------------------------
void VideoManager::update(){
    mov1.update();
	mov2.update();
	
	tweener.step(ofGetElapsedTimeMillis());
	
	//std::swap(from, to);
	
	if(!frameRendered){
		if(targetFrame > frameNumber && targetFrame != frameNumber){
			frameNumber++;
			from->setFrame(frameNumber);
			to->setFrame(frameNumber+1);
		}else if(targetFrame != frameNumber){
			frameNumber--;
			from->setFrame(frameNumber);
			to->setFrame(frameNumber-1);
		}
		if(DEBUG) cout << "from FrameNumber: " << from->getCurrentFrame() << endl;
		if(DEBUG) cout << "to FrameNumber: " << to->getCurrentFrame() << endl;
		framesCount = 0;
		frameRendered = true;
	}else{
		if (framesCount > framesPerFrame && targetFrame != frameNumber) {
			if(!isTransitioning) startTransition();
		}
	}
	framesCount++;
}
Example #2
0
void settingsSetMenuStatus(int * status) {
    if (*status == menuStatusThemeSelect) {
        buildThemesList();
        char * currentThemeName = getConfigStringForKey("currentTheme", "Default", configTypeMain);
        updateMenuTicks(&themesMenu, currentThemeName, true);
        checkReturnToGrid(&themesMenu);
        updateMenuIconPositions(&themesMenu);

        if (animatedGrids) {
            startTransition(transitionDirectionDown, themeSettingsMenu.pagePosition, &themeSettingsMenu);
        }
    }
    else if (*status == menuStatusWaterSettings) {
        initWaterMenu();
        updateMenuIconPositions(&waterMenu);
        gotoFirstIcon(&waterMenu);

        if (animatedGrids) {
            startTransition(transitionDirectionDown, settingsMenu.pagePosition, &settingsMenu);
        }
    }
    else if (*status == menuStatusThemeSettings) {
        initThemeSettingsMenu();
        updateMenuIconPositions(&themeSettingsMenu);
        gotoFirstIcon(&themeSettingsMenu);

        if (animatedGrids) {
            startTransition(transitionDirectionDown, settingsMenu.pagePosition, &settingsMenu);
        }
    }
    else if (*status == menuStatusGridSettings) {
        initGridSettingsMenu();
        updateMenuIconPositions(&gridSettingsMenu);
        gotoFirstIcon(&gridSettingsMenu);

        if (animatedGrids) {
            startTransition(transitionDirectionDown, settingsMenu.pagePosition, &settingsMenu);
        }
    }
    else if (*status == menuStatusOpenTitleFiltering) {
        if (titleLoadPaused) {
            cancelTitleLoading();
        }
    }

    setMenuStatus(*status);
}
Example #3
0
 void
 EndingState::onMousePress(Uint8 button, bool down, int x, int y)
 {
    if (down)
    {
       startTransition();
    }
 }
void CloudsTransitionController::transitionFromClusterMap(float transitionDuration){
	
	confirmEmpty("transitionFromClusterMap");
	
	queueState(TRANSITION_CLUSTERMAP_OUT, transitionDuration);
	
	startTransition();
}
void CloudsTransitionController::transitionToFirstVisualSystem(float duration){

	confirmEmpty("transitionToFirstVisualSystem");

	queueState(TRANSITION_VISUALSYSTEM_IN, duration);

	startTransition();
}
Example #6
0
 void
 EndingState::onKeyPress(SDLKey sym, bool down)
 {
    if (down)
    {
       startTransition();
    }
 }
void CloudsTransitionController::transitionFromIntro(float outDuration){

	confirmEmpty("transitionFromIntro");

	queueState(TRANSITION_INTRO_OUT, outDuration);
	
	startTransition();

}
void CloudsTransitionController::transitionFromInterlude(float inDuration){

    confirmEmpty("transitionFromInterlude");

    queueState(TRANSITION_INTERLUDE_OUT, inDuration);
	
    startTransition();

}
void CloudsTransitionController::transitionToFirstInterview(float duration){

	confirmEmpty("transitionToFirstInterview");
    
	queueState(TRANSITION_INTERVIEW_IN, duration);
    
	startTransition();
  
}
void CloudsTransitionController::transitionWithQuestion(float outDuration, float portalDuration){
	
	confirmEmpty("transitionWithQuestion");
	
	queueState(TRANSITION_INTERVIEW_OUT, outDuration);
	
	//queueState(TRANSITION_QUESTION_IN, portalDuration);
	
	startTransition();
}
void CloudsTransitionController::transitionToVisualSystem(float outDuration, float inDuration){

	confirmEmpty("transitionToVisualSystem");
	
	cout << "TRANSITION POINTCLOUD --> VISUAL SYSTEM" << endl;
	
	queueState(TRANSITION_INTERVIEW_OUT, outDuration);
	queueState(TRANSITION_VISUALSYSTEM_IN, inDuration);

	startTransition();
}
void CloudsTransitionController::transitionToInterview(float outDuration, float inDuration){

	confirmEmpty("transitionToInterview");
	
	cout << "TRANSITION VISUAL SYSTEM --> POINTCLOUD" << endl;
	
	queueState(TRANSITION_VISUALSYSTEM_OUT, outDuration);
	queueState(TRANSITION_INTERVIEW_IN, inDuration);
	
	startTransition();
	
}
Example #13
0
void settingsShowColours() {
    if (colourSelectMenuNeedsInit) {
        initColourSelectMenu();
    }

    updateMenuIconPositions(&colourSelectMenu);
    gotoFirstIcon(&colourSelectMenu);
    setMenuStatus(menuStatusColourSettings);

    if (animatedGrids) {
        startTransition(transitionDirectionDown, themeSettingsMenu.pagePosition, &themeSettingsMenu);
    }
}
Example #14
0
void gamePause(SDL_Surface* screen)
{
  startTransition(screen, TRANSITION_TYPE_ROLL_IN,500);
  restartConfirm=0;

  //If we are in the editor, we want to jump back to last menu state
  //But otherwise we want to see the main menu.
  if(!player()->inEditor)
  {
    setMenu(menuStatePaused);
    setMenuPosY(1);
  }

}
Example #15
0
int lostLifeMsg( cursorType* cur, playField* pf, SDL_Surface* screen, const char* strmsg, const char* straction )
{
  draw(cur,pf, screen);
  //drawUi(screen);

  countdown-=getTicks();


    txtWriteCenter(screen, GAMEFONTMEDIUM, strmsg, HSCREENW,HSCREENH-24);

    if(countdown < 1000)
    {
      txtWriteCenter(screen, GAMEFONTSMALL, STR_MENU_PRESS_B, HSCREENW,HSCREENH+12);
      //Wait for anykey
      if(getButton(C_BTNB) || countdown < -6000 || getInpPointerState()->isDown )
      {
        resetBtn(C_BTNB);
        resetMouseBtn();
        //Subtract lives
        if(!player()->inEditor)
        {
          if(player()->lives != -1)
          {
            player()->lives--;
          }

          if(player()->lives==0)
          {
            setGameOver();
          } else {
            //Lost a life, but did not get gameover, upload the death
            statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, straction,0, NULL);
            setMenu(menuStateNextLevel);
          }
        }

        //Clear score
          player()->hsEntry.score=0;
        //Goto cleanup, then menu
        cleanUpGame();
        startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700);
        return(1);
      }
    }
    return(0);
}
void CloudsTransitionController::transitionToIntro(float inDuration){
	
	confirmEmpty("transitionToIntro");

    if(previousState == TRANSITION_INTERLUDE_IN){
        queueState(TRANSITION_INTERLUDE_OUT, inDuration);
    }
    else if(previousState == TRANSITION_INTERVIEW_IN){
        queueState(TRANSITION_INTERVIEW_OUT, inDuration);
    }
    else if(previousState == TRANSITION_VISUALSYSTEM_IN){
        queueState(TRANSITION_VISUALSYSTEM_OUT, inDuration);
    }
    
	queueState(TRANSITION_INTRO_IN, inDuration);
	
	startTransition();
}
void CloudsTransitionController::transitionToInterlude(float inDuration,float outDuration){
	
	confirmEmpty("transitionToInterlude");
	
	//we are in a visual system
	if(getPreviousState() == TRANSITION_VISUALSYSTEM_IN){
        cout<<"VISUAL SYSTEM --> INTERLUDE MAP"<<endl;
		currentState = TRANSITION_VISUALSYSTEM_IN;
		queueState(TRANSITION_VISUALSYSTEM_OUT, outDuration);
        queueState(TRANSITION_INTERLUDE_IN, inDuration);
	}
	//we are in an interview
	else if(getPreviousState() == TRANSITION_INTERVIEW_IN){
        cout<<"INTERVIEW --> INTERLUDE MAP"<<endl;
		queueState(TRANSITION_INTERVIEW_OUT, outDuration);
        queueState(TRANSITION_INTERLUDE_IN, inDuration);
	}
	
	startTransition();
}
Example #18
0
int runGame(SDL_Surface* screen)
{
  if(gameState==GAMESTATEPLAYING)
  {
    getInpPointerState()->escEnable=1;
    //Handle input
    int lim=1; //Limit cursor travel...
    int goUp=0, goDown=0, goLeft=0, goRight=0;
    if( getButton( C_UP ) )
    {
      restartConfirm=0;
      if( getBtnTime( C_UP ) > REPEATDELAY )
      {
        goUp=1;
      } else if(getBtnTime(C_UP)==0) {
        goUp=1;
        lim=0;
      }
    }

    if( getButton( C_DOWN ) )
    {
      restartConfirm=0;
      if( getBtnTime( C_DOWN ) > REPEATDELAY )
      {
        goDown=1;
      } else if(getBtnTime(C_DOWN)==0) {
        goDown=1;
        lim=0;
      }
    }

    if( getButton( C_LEFT ) )
    {
      restartConfirm=0;
      if( getBtnTime( C_LEFT ) > REPEATDELAY )
      {
        goLeft=1;
      } else if(getBtnTime(C_LEFT)==0) {
        goLeft=1;
        lim=0;
      }
    }

    if( getButton( C_RIGHT ) )
    {
      restartConfirm=0;
      if( getBtnTime( C_RIGHT ) > REPEATDELAY )
      {
        goRight=1;
      } else if(getBtnTime(C_RIGHT)==0) {
        goRight=1;
        lim=0;
      }
    }

    //Pause ?
    if( getButton( C_BTNMENU ) || isPointerEscapeClicked() )
    {
      resetBtn( C_BTNMENU );
      gamePause(screen);
      return(STATEMENU);
    }

    //Retry
    if( getButton( C_BTNSELECT ) || (getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && isBoxClicked(&ptrRestartRect)) )
    {
      resetBtn( C_BTNSELECT );
      resetMouseBtn();
      if(!restartConfirm)
      {
        restartConfirm=1;
      } else if(restartConfirm) {
        gameRestart(screen);
      }

    }

    //Handle mouse input
    if( getInpPointerState()->timeSinceMoved==0 && !cur.lock )
    {
      setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY );
    }

    if(!getInpPointerState()->isDown)
    {
      mouseGrab=0;
      //Allow moving the cursor around with the input device when no brick is below, just for effect
    } else {
      brickType* b=brickUnderCursor(&pf, cur.x,cur.y);

      //We're over a brick, tell curser it's position, it will be locked later because we grab it now

      if( b )
      {
        getInpPointerState()->startX=b->dx;
        getInpPointerState()->startY=b->dy;
        if( !cur.lock )
        {
          mouseGrab=1;
          getInpPointerState()->startX=getInpPointerState()->curX;
          getInpPointerState()->startY=getInpPointerState()->curY;
        } else
        {
          if( b->dx > getInpPointerState()->curX )
          {
            //Drag Left
            if( b->dx == b->sx  && getInpPointerState()->startX != getInpPointerState()->curX )
            {
              goLeft=1;
            }
          } else if(  b->dx < getInpPointerState()->curX )
          {
            //Drag Right
            if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX )
            {
              goRight=1;
            }
          }
        }
      } else {
        mouseGrab=0;
      }
    }
   //   printf("x:%i\n", getInpPointerState()->curX );
      //Drag
    if( getButton( C_BTNX ) || getButton( C_BTNB ) || mouseGrab || isPointerClicked() )
    {
      //Remove "Restart" question
      restartConfirm=0;

      //Magnet to brick if it's moving
      brickType* b=brickUnderCursor(&pf, cur.dx, cur.dy);

      if( !cur.lock && b )
      {
        //Attach cursor
        cur.lock=1;
        b->curLock=1;
        cur.x=cur.dx;
        cur.y=cur.dy;
        cur.px = b->pxx-4;
        cur.py = b->pxy-4;

        sndPlay( SND_BRICKGRAB, cur.px );
      }

      int movedBrick=0;
      //We're holding a brick, and it's not falling
      if( b )
      {
        if( (goRight && curMoveBrick(&pf,b, DIRRIGHT)) || (goLeft && curMoveBrick(&pf,b, DIRLEFT)) )
        {
          movedBrick=1;
          b->curLock=1;
          cur.lock=1;
        }
      }

      //Moved brick
      if(movedBrick)
      {
        player()->hsEntry.moves++;
        sndPlay(SND_BRICKMOVE, cur.px);
        ps.layer=PSYS_LAYER_TOP;
        ps.x=b->pxx;
        ps.y=b->pxy+18;
        ps.vel=50;
        ps.life=500;
        ps.lifeVar=250;
        ps.gravity=1;
        ps.srcImg=stealGfxPtr()->tiles[b->type-1]->img;
        ps.srcRect=stealGfxPtr()->tiles[b->type-1]->clip;
        ps.srcRect.y += 18;
        ps.srcRect.h = 2;
        spawnParticleSystem(&ps);
      }

    }
    else
    {
      cur.lock=0;
    }

      if(!cur.lock)
      {
        if( goLeft ) moveCursor(&cur, DIRLEFT, 0, lim);
        if( goRight ) moveCursor(&cur, DIRRIGHT, 0, lim);
        if( goUp ) moveCursor(&cur, 0, DIRUP, lim);
        if( goDown ) moveCursor(&cur, 0, DIRDOWN, lim);
      }

    //Sim first, so moving blocks get evaluated before getting moved again
    simField(&pf, &cur);

    //Do rules
    int ret=doRules(&pf);

    //Draw scene
    draw(&cur,&pf, screen);

    //Draw a path to show where we are pulling the brick
    if( mouseGrab )
      drawPath( screen, getInpPointerState()->startX,getInpPointerState()->startY,getInpPointerState()->curX,getInpPointerState()->startY,1 );


    //If no more bricks, countdown time left.
    if(ret == NOBRICKSLEFT)
    {
      if( !justWon )
      {
        sndPlay(SND_WINNER,160);
      }
      justWon++;
      pf.levelInfo->time -= 1000;
      player()->hsEntry.score +=1;

      if(getButton(C_BTNX) || getButton(C_BTNB) || isPointerClicked() )
      {
        resetBtn(C_BTNX);
        resetBtn(C_BTNB);
        resetMouseBtn();
        while(pf.levelInfo->time > 0)
        {
          player()->hsEntry.score +=1;
          pf.levelInfo->time -= 1000;
        }
      }

      if(justWon > 50)
      {
        sndPlayOnce(SND_SCORECOUNT, 160);
      }
      if(pf.levelInfo->time < 1)
      {
        //Completed level
        player()->timeouts=0;
        pf.levelInfo->time=0;
        sndPlay(SND_VICTORY, 160);

        if(!player()->inEditor)
        {
          //Don't submit if it was from the leveleditor
          statsSubmitBest();
          setMenu(menuStateFinishedLevel);
          if(pf.levelInfo->stopImg)
          {
            gameState=GAMESTATESTOPIMAGE;
            return(STATEPLAY);
          }
        } else {
          setLevelCompletable(pf.levelInfo->file, 1);
        }
        cleanUpGame();
        startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700);
        return(STATEMENU);
      }
    } else if(ret > 0) //Player destroyed bricks.
    {
      if(ret > 2) //Check for combo's
      {
        ///TODO: Some nice text effect? How about dissolving an image into a particle system?
        printf("%i Combo!\n",ret);
        player()->hsEntry.combos++;
      }
      player()->hsEntry.score += ret*ret*11*(player()->level+1);
    }

    //if ret > -1 then ret == number of bricks destroyed
    if(ret>-1)
    {
      //Update time:
      pf.levelInfo->time -= getTicks();
      player()->hsEntry.time += getTicks();
      if(pf.levelInfo->time < 1 && ret!=NOBRICKSLEFT )
      {
        countdown=4000;
        gameState=GAMESTATEOUTOFTIME;
        if( !player()->inEditor )
        {
          player()->timeouts++;
        }

        sndPlay(SND_TIMEOUT, 160);
      }
    }

    //Check if level is unsolvable.
    if(ret==UNSOLVABLE)
    {
      countdown=2000;
      gameState=GAMESTATEUNSOLVABLE;
      if( !player()->inEditor )
      {
        player()->timeouts++;
      }

      sndPlay(SND_LOSER, 160);
    } else if(ret==LIFELOST)
    {
      countdown=2000;
      gameState=GAMESTATELIFELOST;

      if( !player()->inEditor )
      {
        player()->timeouts++;
      }

      sndPlay(SND_LOSER, 160);

    }


    //Draw question
    if(restartConfirm)
    {
      sprintf(buf,STR_GAME_RESTARTWARNING);
      txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW, HSCREENH-20);
      sprintf(buf,STR_GAME_RESTARTCONFIRM);
      txtWriteCenter(screen, GAMEFONTSMALL, buf, HSCREENW, HSCREENH);
    } else {
      //Draw text
      drawUi(screen);
    }
    //Show the restart icon
    if(getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && getInpPointerState()->escEnable)
    {
      SDL_Rect ptrRestartRectC = ptrRestartRect;
      SDL_BlitSurface( ptrRestart,NULL, screen, &ptrRestartRectC );
    }


  } else
  if(gameState==GAMESTATECOUNTDOWN)
  {

    draw(&cur,&pf, screen);
    countdown -=getTicks();

    if( getButton( C_BTNMENU ) )
    {
      resetBtn( C_BTNMENU );
      countdownSeconds=0;
      countdown=0;
    }

    if( (getButton( C_BTNX ) || getButton( C_BTNB ) || getInpPointerState()->isDown ) && countdownSeconds )
    {
      countdownSeconds=0;
      countdown=500;
    }

    drawShowCountDown(screen, countdownSeconds);

    drawUi(screen);

    if(countdown < 1)
    {
      countdown=1000;
      countdownSeconds--;

      if(countdownSeconds == -1)
      {
        gameState=GAMESTATEPLAYING;
        return(STATEPLAY);
      }
      if(countdownSeconds==0)
      {
        countdown=500;
        sndPlay(SND_START, 160);
      } else {
        sndPlay(SND_COUNTDOWNTOSTART, 160);
      }
    }

  } else
  if(gameState==GAMESTATEOUTOFTIME) //Menu was last in "Entering level" so it will return to that if timeout
  {
    draw(&cur,&pf, screen);
    //drawUi(screen);

    countdown-=getTicks();

    //Offer to skip after dying twice on same level, but only if it is not the last level in the pack.
    if( player()->timeouts > 1 && player()->level+1 < getNumLevels() )
    {
      int skipLevel = skipLevelDialog(screen);
      if( skipLevel==1 )
      {
        gameState=GAMESTATESKIPLEVEL;
        countdown=500;
      }
      txtWriteCenter(screen, GAMEFONTMEDIUM, STR_GAME_OUTOFTIME, HSCREENW,HSCREENH-24-31);
    } else {
      if( lostLifeMsg(&cur, &pf, screen, STR_GAME_OUTOFTIME, "lostlife-timeout" ) )
      {
        return(STATEMENU);
      }
    }

  } else
  if(gameState==GAMESTATEUNSOLVABLE) //The same as out-of-time, but with another graphics.
  {
    draw(&cur,&pf, screen);
    //drawUi(screen);

    countdown-=getTicks();

    //Offer to skip after dying twice on same level, but only if it is not the last level in the pack.
    if( player()->timeouts > 1 && player()->level+1 < getNumLevels() )
    {
      int skipLevel = skipLevelDialog(screen);
      if( skipLevel==1 )
      {
        gameState=GAMESTATESKIPLEVEL;
        countdown=500;
      }
      txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW,HSCREENH-24-31);

    } else {
      if( lostLifeMsg(&cur, &pf, screen, STR_GAME_UNSOLVABLE, "lostlife-unsolvable" ) )
      {
        return(STATEMENU);
      }
    }


  } else
  if(gameState==GAMESTATELIFELOST)
  {
    if( lostLifeMsg(&cur, &pf, screen, STR_GAME_LOSTLIFE, "lostlife-evilbrick" ) )
    {
      return(STATEMENU);
    }
  } else
  if(gameState==GAMESTATESTARTIMAGE)
  {

    if(!startStopImg)
    {
      startStopImgCounter=0;
      startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->startImg) );
      if(!startStopImg)
      {
        printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->startImg));
      }
    }

    startStopImgCounter+=getTicks();

    if((startStopImgCounter > 500 && ( getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg)
    {
      if(startStopImg)
        SDL_FreeSurface(startStopImg);
      startStopImg=0;
      resetBtn(C_BTNB);
      resetMouseBtn();
      gameState=GAMESTATECOUNTDOWN;
    }

    SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) );

    if(startStopImgCounter>4000)
      txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80);

  } else if(gameState==GAMESTATESTOPIMAGE)
  {
    if(!startStopImg)
    {
      startStopImgCounter=0;
      startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->stopImg) );
      if(!startStopImg)
      {
        printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->stopImg));
      }
    }

    startStopImgCounter+=getTicks();

    if((startStopImgCounter > 500 && (getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg)
    {
      if(startStopImg)
        SDL_FreeSurface(startStopImg);
      startStopImg=0;
      resetBtn(C_BTNB);
      resetMouseBtn();
      cleanUpGame();
      startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700);
      return(STATEMENU);
    }

    SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) );
    if(countdownSeconds>4000)
      txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80);

  } else if(gameState==GAMESTATESKIPLEVEL)
  {

    doRules(&pf);
    simField(&pf, &cur);
    draw(&cur,&pf, screen);

    countdown-=getTicks();

    if( countdown < 1 )
    {
      countdown=500;

      if( boardDestroyNextBrick(&pf) == 0 )
      {

        //Tell that we chose to skip level
        statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "skip-level",0, NULL);

        pf.levelInfo->time=0;
        player()->hsEntry.score=0;
        cleanUpGame();
        startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700);
        clearParticles();
        setMenu(menuStatePrepareNextLevel);
        return(STATEMENU);
      }
    }
    drawUi(screen);

  }
  return(STATEPLAY);
}
Example #19
0
int runEditor(SDL_Surface* screen)
{
  SDL_Rect selBrickRect;
  getInpPointerState()->escEnable=1;

  if( editorState == EDITOR_MAIN )
  {

    if(getButton(C_BTNMENU) || isPointerEscapeClicked() )
    {
      resetBtn( C_BTNMENU );
      resetMouseBtn();

      changed++; //If it was 0 then it will become 1 (saved) exit. If it was 1 it becomes 2 (not saved).
      if( changed != 2 )
      {
        editorCleanUp();
        startTransition(screen, TRANSITION_TYPE_ROLL_IN, 500 );
        return(STATEMENU);
      }
    }

    //We detect if the "preview" brick on the left is clicked, we do this now so we can reset the click so that it does not hit the board
    selBrickRect.x = HSCREENW-125;
    selBrickRect.y = HSCREENH-85;
    selBrickRect.w = selBrickRect.x+20;
    selBrickRect.h = selBrickRect.y+20;
    //Also, we can only click it if a teleport destination is not being placed.
    if( isBoxClicked(&selBrickRect) && teleState==0 )
    {
      editorState=EDITOR_BRICKS_SELECTION;
      resetMouseBtn();
    }

    //We detect mouse-save input here so it won't hit the board.
    selBrickRect.x = HSCREENW-145;
    selBrickRect.y = HSCREENH+42;
    selBrickRect.w = selBrickRect.x+59;
    selBrickRect.h = selBrickRect.y+24;
    if( isBoxClicked(&selBrickRect) && changed>0)
    {
      changed=EDITOR_SAVEBTN_CLICKED;
      resetMouseBtn();
    }

    //We check if the cursor is in the field (if it is not, brick-placement is blocked so we don't place bricks when clicking outside of the field).
    if( isPointerInBox(&fieldRect) || getInpPointerState()->timeSinceMoved > POINTER_SHOW_TIMEOUT )
    {
      allowBrickToBePlaced=1;
    } else {
      allowBrickToBePlaced=0;
    }

    //Handle movement
    if(getButton(C_UP))
    {
      resetBtn(C_UP);
      moveCursor(&cur, 0,DIRUP, 0);
    }

    if(getButton(C_DOWN))
    {
      resetBtn(C_DOWN);
      moveCursor(&cur, 0,DIRDOWN,0);
    }

    if(getButton(C_LEFT))
    {
      resetBtn(C_LEFT);
      moveCursor(&cur, DIRLEFT,0, 0);
    }

    if(getButton(C_RIGHT))
    {
      resetBtn(C_RIGHT);
      moveCursor(&cur, DIRRIGHT,0, 0);
    }

    //Handle mouse input
    if( getInpPointerState()->timeSinceMoved==0 && !cur.lock )
    {
      setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY );
    }

    if(getButton(C_BTNB))
    {
      resetBtn(C_BTNB);
      selBrick++;

      if(selBrick==RESERVED)
        selBrick++;

      if(selBrick>NUMTILES)
        selBrick=1;
    }

    if(getButton(C_BTNA))
    {
      resetBtn(C_BTNA);

      selBrick--;
      if(selBrick==RESERVED)
        selBrick--;

      if(selBrick<1)
        selBrick=NUMTILES;
    }



    //Is place brick button being pressed, and if it is, are we allowed to place the brick?
    if( (getButton(C_BTNX) || getInpPointerState()->isDown ) && selBrick != RESERVED && allowBrickToBePlaced )
    {

      //We remove the brick before placing a new one if it's not a teleport or if it's a switch (not switch-target).
      if( selBrick!=TELESRC && !((editIsSwitch(selBrick)&&teleState==1)  ) )
      {
        editorRemoveBrickUnderCursor();
      }

      if(selBrick==TELESRC || editIsSwitch(selBrick) )
      {
        resetMouseBtn();
        resetBtn(C_BTNX);

        if(teleState==0)
        {
          //Save source pos
          teleSrcPos[0] = cur.x;
          teleSrcPos[1] = cur.y;
          teleState++;
        } else {
          //Add to list
          if(editIsSwitch(selBrick))
          {
            teleAddToList( pf.levelInfo->switchList, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y );
            //printf("Number of members in switchList: %i\n", listSize(pf.levelInfo->switchList) );
            cur.x = teleSrcPos[0];
            cur.y = teleSrcPos[1];
            editAddToBoard(selBrick);
          } else {
            teleAddToList( pf.levelInfo->teleList, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y );
          }
          //Reset state
          teleState=0;
        }
      } else {
        editAddToBoard(selBrick);
      } //Not a teleport

      changed=1;
    }

    if( getButton(C_BTNY) )
    {
      //If we are trying to remove an empty teleport
      if(telePresent(pf.levelInfo->teleList, cur.x, cur.y) && selBrick!=TELESRC)
      {
        resetBtn(C_BTNY);
        selBrick=TELESRC;
      } else {
        if(selBrick!=RESERVED)
        {
          editorPickBrickUnderCursor();
        }
        editorRemoveBrickUnderCursor();
      }
    }

    if( getInpPointerState()->isDown && selBrick==RESERVED )
    {
      editorRemoveBrickUnderCursor();
    }

    if(getButton(C_BTNSELECT) || changed==EDITOR_SAVEBTN_CLICKED)
    {
      resetBtn(C_BTNSELECT);
      FILE *f = fopen(fileName, "w");
      int x,y;
      sprintf(buf, "#Author of level\nauthor=%s\n\n", pf.levelInfo->author);
      fputs(buf,f);

      sprintf(buf, "#Name of the level\nlevelname=%s\n\n", pf.levelInfo->levelName);
      fputs(buf,f);

      sprintf(buf, "#Seconds to complete level\nseconds=%i\n\n", pf.levelInfo->time);
      fputs(buf,f);

      sprintf(buf, "bgfile=%s\n", pf.levelInfo->bgFile);
      fputs(buf,f);

      sprintf(buf, "tilebase=%s\n", pf.levelInfo->tileBase);
      fputs(buf,f);

      sprintf(buf, "explbase=%s\n", pf.levelInfo->explBase);
      fputs(buf,f);

      sprintf(buf, "wallbase=%s\n", pf.levelInfo->wallBase);
      fputs(buf,f);

      sprintf(buf, "sounddir=%s\n", pf.levelInfo->soundDir);
      fputs(buf,f);

      sprintf(buf, "charbase=%s\n", pf.levelInfo->fontName);
      fputs(buf,f);

      sprintf(buf, "cursorfile=%s\n", pf.levelInfo->cursorFile);
      fputs(buf,f);

      sprintf(buf, "startimage=%s\n", (pf.levelInfo->startImg)?pf.levelInfo->startImg:"none");
      fputs(buf,f);

      sprintf(buf, "stopimage=%s\n", (pf.levelInfo->stopImg)?pf.levelInfo->stopImg:"none");
      fputs(buf,f);

      sprintf(buf, "showtelepath=%i\n", (pf.levelInfo->showTelePath) );
      fputs(buf,f);

      sprintf(buf, "showswitchpath=%i\n", (pf.levelInfo->showSwitchPath) );
      fputs(buf,f);


      //Teleports
      char* str = teleMkStrings(pf.levelInfo->teleList, "teleport");
      if(str) //Returns 0 if there's no teleports
      {
        fputs("\n#Teleports\n",f);
        fputs(str,f);
        free(str);
      }

      //Switches
      str = teleMkStrings(pf.levelInfo->switchList, "switch");
      if(str) //Returns 0 if there's no teleports
      {
        fputs("\n#Switches\n",f);
        fputs(str,f);
        free(str);
      }



      fputs("\n#The level-data block\n[data]",f);

      if(f)
      {
        for(y=0; y < FIELDSIZE; y++)
        {
          fputc('\n',f);
          for(x=0; x < FIELDSIZE; x++)
          {
            if(pf.board[x][y])
            {
              fprintf(f,"%02i", pf.board[x][y]->type);
            } else {
              fprintf(f,"00");
            }
          }
        }
        fputc('\n',f);
        changed=0;
        fclose(f);

        //Refresh the list of userLevels.
        addUserLevel(fileName);
      }

    }

  } //Editor in main state, don't ignore input


  draw(&cur, &pf, screen);


  if(changed==2)
  {
    txtWriteCenter(screen, FONTMEDIUM, STR_EDIT_NOT_SAVED_WARNING, HSCREENW,HSCREENH-20);
    txtWriteCenter(screen, FONTSMALL, STR_EDIT_PRESS_EXIT_TO_EXIT, HSCREENW,HSCREENH);
    txtWriteCenter(screen, FONTSMALL, STR_EDIT_PRESS_SAVE_TO_SAVE, HSCREENW,HSCREENH+10);
  }


  txtWriteCenter(screen, FONTSMALL,STR_EDIT_STATUS, HSCREENW-115,HSCREENH+80);
  txtWriteCenter(screen, FONTSMALL, (changed)?STR_EDIT_UNSAVED:STR_EDIT_SAVED, HSCREENW-115,HSCREENH+89);

  txtWriteCenter(screen, FONTSMALL,fileName, HSCREENW,HSCREENH+110);

  txtWriteCenter(screen, FONTSMALL,STR_EDIT_CONTROLS, HSCREENW,HSCREENH-120);


  //Write which keys are used to cycle selected brick.
  txtWriteCenter(screen, FONTSMALL,STR_EDIT_PREVBRICK_KEY,HSCREENW-142,HSCREENH-80);
  txtWriteCenter(screen, FONTSMALL,STR_EDIT_NEXTBRICK_KEY,HSCREENW-88,HSCREENH-80);


  //Draw the currently selected brick.
  drawBrick(screen, selBrick,HSCREENW-125,HSCREENH-85);

  //Write brick name.
  txtWriteCenter(screen, FONTSMALL, str_brick_names[selBrick], HSCREENW-116,HSCREENH-56 );

  //Tell if we're placing teleport source or destination
  if(selBrick==TELESRC && teleState==0)
  {
    txtWriteCenter(screen, FONTSMALL, "(From)", HSCREENW-115,HSCREENH-41);
  } else if(teleState)
  {
    if(selBrick==TELESRC)
    {
      txtWriteCenter(screen, FONTSMALL, "(To)", HSCREENW-115,HSCREENH-41);
    } else {
      txtWriteCenter(screen, FONTSMALL, "(Target)", HSCREENW-115,HSCREENH-41);
    }
    drawPath(screen, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y, 1);
  }

  //Draw all the telepaths.
  drawAllTelePaths(screen, pf.levelInfo->teleList);


  //Draw switchpath we hover above
  listItem* t = &pf.levelInfo->switchList->begin;
  while( LISTFWD(pf.levelInfo->switchList, t) )
  {
    telePort_t* tp=(telePort_t*)t->data;
    if(cur.x == tp->sx && cur.y == tp->sy)
    {
      drawTelePath( screen, tp, 1 );
    }
  }
  //Draw all switchpaths
  drawAllTelePaths(screen, pf.levelInfo->switchList);

  if( (getInpPointerState()->timeSinceMoved < POINTER_SHOW_TIMEOUT) && (changed > 0) )
  {
    drawSprite(screen, saveBtnSprite, HSCREENW-145, HSCREENH+42 );
  }

  //Draw brick-selection
  if( editorState == EDITOR_BRICKS_SELECTION )
  {
    SDL_BlitSurface(selBrickBG , NULL, screen, &(setting()->bgPos) );

    //Draw bricks in a 6*4 grid
    int px,py,bnum=BRICKSBEGIN;
    static int brickSelOfX = HSCREENW - 78 + 8;
    static int brickSelOfY = HSCREENH - 54 + 8;
    for(py=0;py < 4; py++)
    {
      for(px=0; px < 6; px++)
      {
        if( bnum > NUMTILES )
          break;
        selBrickRect.x = brickSelOfX+(24*px);
        selBrickRect.y = brickSelOfY+(24*py);
        selBrickRect.w = selBrickRect.x+20;
        selBrickRect.h = selBrickRect.y+20;


        //We set bricks on mouseover, this way we get the description too (maybe punch a hole in the dots where the text is?)
        if( isPointerInBox(&selBrickRect) )
        {
          selBrick=bnum;
        }

        //We continue back to the main editor
        if( isPointerClicked() )
        {
          resetMouseBtn();
          editorState=EDITOR_MAIN;
        }

        drawBrick(screen, bnum, selBrickRect.x, selBrickRect.y );
        bnum++;
      }
    }
  }

  return(STATEEDIT);
}
Example #20
0
//-------------------------------------------------------------------------------------
// This is the update callback function and is called at each update frame
// before rendering. You should update the game logic here.
//
//-------------------------------------------------------------------------------------
void GameApp::Update()
{
    JGE* engine = JGE::GetInstance();

    float dt = engine->GetDelta();
    if (dt > 35.0f)		// min 30 FPS ;)
        dt = 35.0f;

    scroller->Update(dt);

    timer+=dt;
    if (timer > 15) {
        startTransition();
        timer = 0;
    };

    transition+=(int)(dt * 300);
    if (transition > 255)
        endTransition();


    if (gameToExtract.size()) {
        if (!subMenu)
        {
            switch(currentGameState) {
            case GAME_STATE_EXTRACTING_DONE:
                subMenu = new SimpleMenu(1, this,mFont,10,200, "installed to " + extractFolder);
                subMenu->Add(MENU_NO, "OK","", true);
                break;
            default:
                //TODO Check contents of file to see if it matches the zip format.
                subMenu = new SimpleMenu(1, this,mFont,10,200, "Do you want to install this homebrew?");
                subMenu->Add(MENU_YES, "yes");
                subMenu->Add(MENU_NO, "Cancel");
                break;
            }
        }
        subMenu->Update(dt);
        switch(currentGameState) {
        case GAME_STATE_EXTRACTING:
            SAFE_DELETE(subMenu);
            ensureExtractFilesList();
            if (extractError) {
                extractError = 0;
                currentGameState = GAME_STATE_EXTRACTING_CANCEL;
                return;
            }
            extractOneFile();
            if (zipFiles.empty()) {
                currentZipFile.close();
                loadFiles(base.c_str()); //reload menu to update folders
                currentGameState = GAME_STATE_EXTRACTING_DONE;
            }
            break;
        case GAME_STATE_EXTRACTING_CANCEL:
            SAFE_DELETE(subMenu);
            gameToExtract = "";
            currentGameState = GAME_STATE_MENU;
            break;
        case GAME_STATE_EXTRACTING_DONE:
            break;
        default:
            break;
        }

        return;
    }

    menu->Update(dt);

    if (gameSelected == -2) {
        loadFiles(base.c_str());
        gameSelected = -1;
    }
    if (gameSelected > -1) {
        engine->End();
        return;
    }
    // exit when the TRIANGLE button is pressed
    if ( engine->GetButtonState(JGE_BTN_CANCEL))
    {
        strcpy((char *)ebootPath, "quit");
        engine->End();
        return;
    }

    if ( engine->GetButtonState(JGE_BTN_PRI))
    {
        JRenderer::GetInstance()->ScreenShot("ms0:/picture/wMenu.png");
    }

    if ( engine->GetButtonState(JGE_BTN_PREV))
    {
        base = "ms0:/PSP/SAVEDATA";
        loadFiles(base.c_str());
        return;
    }

    if ( engine->GetButtonState(JGE_BTN_NEXT))
    {
        base = "ms0:/PSP/GAME";
        loadFiles(base.c_str());
        return;
    }


}
Example #21
0
	void SceneManager::changeScene()
	{
		if(m_nextScene != NO_SCENE)
		{
			//delete the current scene
			if(m_currentScene)
			{
				if(m_g.isBuffering())
				{
					startTransition();
				}

#ifdef CGE_MOBILE
                m_keyMan->hideKeyboard();
#endif
				m_currentScene->sceneEnd();
				m_currentScene->deinitBaseScene();
#ifdef CGE_MOBILE
                m_keyMan->setScene(NULL);
                m_currentScene->getGui().removeTapListener(m_keyMan);
#endif
				delete m_currentScene;
				m_currentScene = NULL;
				Log::write("Scene Manager","Scene Ended");
			}

			m_currentSceneType = m_nextScene;
	
			//instance the requested scene
			switch(m_nextScene)
			{
			case SceneManagerMessage::GAME:
				m_currentScene = new GameScene();
				Log::write("Scene Manager","Changed to Game Scene");
				break;
			case SceneManagerMessage::LOBBY:
				m_currentScene = new LobbyScene();
				Log::write("Scene Manager","Changed to Lobby Scene");
				break;
			case SceneManagerMessage::LOGIN:
				m_currentScene = new LoginScene();
				Log::write("Scene Manager","Changed to Login Scene");
				break;
			}

            m_needFirstRender = true;
			m_nextScene = NO_SCENE;

			//set some class pointers
			m_currentScene->setGraphics(&m_g);
			m_currentScene->setDeviceManager(m_devices);
            
			m_currentScene->setDynamicUIManager(m_dynamicUI);
			m_currentScene->setGuiImageManager(&m_guiImageManager);
			m_currentScene->setSceneMessenger(this);
			m_currentScene->setGameTimer(m_gameTimer);
			m_currentScene->initBaseScene();
#ifdef CGE_MOBILE
            m_keyMan->setScene(m_currentScene);
            m_currentScene->getGui().addTapListener(m_keyMan);
            m_currentScene->getGui().setFocusEnabled(false);
#endif
			m_currentScene->sceneBegin();
			m_currentScene->resizeEvent(
            m_devices->getDisplay()->getResolution().getX(),
			m_devices->getDisplay()->getResolution().getY());
			m_currentScene->initialResizeCompleted();
			m_currentScene->sceneLogic();
			m_currentScene->logic();
            
            if(m_appResumed)
            {
                m_currentScene->appHasReturned(m_wasSignedIn);
                m_wasSignedIn = false;
                m_appResumed = false;
            }
		}
	}