Example #1
0
void mainGameTimer(int x) {
    
    
#define MAX_DAMAGE 10
    
   
    for(int i = 0; i < ships.size(); i++) {
        Ship * s = ships[i];
        if (s->getIsHit()) {
            bool isStillDying = s->animateDeath();
            if (isStillDying) {
                // leaving this unfinished for the ships for now
            }
        }
        else {
            s->move();
        }
    }
    
    bool allWalkersAreInactive = true; // assume true unless otherwise proven
    
    for(int i = 0; i < walkers.size(); i++) {
        Walker * w = walkers[i];
        if (w->getIsInactive()) {
            // do nothing
        }
        else if (w->getIsDying()) {
            setStatusBarText("You've taken down a walker!");
            bool isStillDying = w->animateDeath();
            if (isStillDying) {
                allWalkersAreInactive = false;
            }
        }
        else {
            w->walk(0);
            allWalkersAreInactive = false;
            
            #define MAX_GAMEOVER_COUNTER 700
            if (w->getPositionOfHead()[2] > 0 && _gameOverCounter == 0) {
                setStatusBarText("You've let a walker get through.  GAME OVER");
                for(int i = 0; i < 3; i++) light_level_during_gameover[i] = 0.5;
                _gameOverCounter++;
            }
        }
    }
    
    if(_gameOverCounter == 0 && _damageCounter > MAX_DAMAGE) {
        setStatusBarText("A walker has killed you... GAME OVER");
        _gameOverCounter = 1;
    }
    
    if (_gameOverCounter > 0) {
        // fade out the lights
        for(int i = 0; i<3; i++) light_level_during_gameover[i] -= 0.001;
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_level_during_gameover);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, light_level_during_gameover);
        glLightfv(GL_LIGHT0, GL_SPECULAR, light_level_during_gameover);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, light_level_during_gameover);
        glLightfv(GL_LIGHT1, GL_SPECULAR, light_level_during_gameover);
        _gameOverCounter++;
        if (_gameOverCounter > MAX_GAMEOVER_COUNTER) newGame();

    }
    
    /* if we killed them all, then go to the next round */
    if (allWalkersAreInactive) {
        for(int i = 0; i < walkers.size(); i++) {
            Walker * w = walkers[i];
            w->resetToStartPosition();
            w->start();
        }
        _gameRound++;
        _damageCounter = 0; // RESET DAMAGE EACH ROUND
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model_ambient); // reset the ambient light
        if (_gameRound < 10) addWalker(); // don't add too many enemies or it will be impossible
    }
    
    for(std::vector<Projectile*>::iterator itr = walkerProjectiles.begin(); itr != walkerProjectiles.end(); ++itr) {
        Projectile * p = *itr;
        if (p->fireContinued()) {
            if (p->isColliding(cannon->getPosition())) {
                
                stringstream s;
                s << "You've been hit!!! Your damage level is " << _damageCounter << " out of " << MAX_DAMAGE << endl;
                setStatusBarText(s.str());
                _damageCounter++;
                p->setIsFiring(false);
#define DAMAGE_COLOR_CHANGE 0.05
                
                if (_damageCounter == 1) {
                    // reset the temp ambient light array so we can use it to fade to red
                    for(int i = 0; i < 3; i++) light_level_while_damaged[i] = model_ambient[i];
                }
                else {
                    light_level_while_damaged[0] += DAMAGE_COLOR_CHANGE;
                    light_level_while_damaged[1] -= DAMAGE_COLOR_CHANGE*0.5;
                    light_level_while_damaged[2] -= DAMAGE_COLOR_CHANGE*0.5;
                    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_level_while_damaged);
                }

            }
        }
    }
    
    for(std::vector<Projectile*>::iterator itr = shipsProjectiles.begin(); itr != shipsProjectiles.end(); ++itr) {
        Projectile * p = *itr;
        if (p->fireContinued()) {
            // ships won't hit anything
        }
    }
    
    for(std::vector<Projectile*>::iterator itr = cannonProjectiles.begin(); itr != cannonProjectiles.end(); ++itr) {
        Projectile * p = *itr;
        if (p->fireContinued()) {
            
            for(int i = 0; i < walkers.size(); i++) {
                Walker * w = walkers[i];
                if (!w->getIsInactive() && p->isColliding(w->getPositionOfHead())) {
                    walkers[i]->setIsHit();
                    p->setIsFiring(false);
                    setStatusBarText("You've hit a walker!  Watch out, he's firing at you!");
                    break;  // can only hit one at a time really
                }
            }
            for(int i = 0; i < ships.size(); i++) {
                GLfloat shipX, shipY, shipZ;
                ships[i]->getPosition(&shipX, &shipY, &shipZ);
                GLfloat pos[3];
                pos[0] = shipX;
                pos[1] = shipY;
                pos[2] = shipZ;
                if (p->isColliding(pos)) {
                    ships[i]->setIsHit();
                    p->setIsFiring(false);
                    setStatusBarText("You've taken down a tie fighter!");
                    break;  // can only hit one at a time really
                }
            }
            
        }
        
    }
    
    cannon->recoilContinue();
#define STATUS_BAR_DURATION 300
    fireCannonFlashLight();
    _statusBarTextRemoveCounter++;
    if (_statusBarTextRemoveCounter > STATUS_BAR_DURATION) {
        setStatusBarText("");
    }
    
    glutPostRedisplay();
    glutTimerFunc(10, mainGameTimer, 0);
}