//-----------------------------------------------------------------------------
// Name : SetupGameState ()
// Desc : Sets up all the initial states required by the game.
//-----------------------------------------------------------------------------
void CGameApp::SetupGameState()
{
	Vec2 brickPos;
	brickPos.x = START_BRICK_POS_X;
	brickPos.y = START_BRICK_POS_Y;
	nrBricks = 0;

	m_pPlayer.lock()->Init(Vec2((int)m_nViewWidth / 2, (int)m_nViewHeight - m_pPlayer.lock()->GetHeight()));
	m_pBall.lock()->Init(Vec2((int)m_nViewWidth / 2, (int)m_nViewHeight - m_pPlayer.lock()->GetHeight() - m_pBall.lock()->GetHeight() - ONE));
	for(auto it = m_vGameObjects.begin(); it != m_vGameObjects.end(); ++it)
	{
		CGameObject * pGameObj = it->get();
		if(pGameObj->GetObjectType() == GOT_Brick)
		{
			for(std::size_t levelbricks = 0; levelbricks < level.bricks.size(); levelbricks++)
			{
				if(level.bricks[nrBricks] == '-')
				{
					brickPos.x += pGameObj->GetWidth();
					if(brickPos.x >= m_nViewWidth - GET_MAX_BRICK_POS_X)
					{
						brickPos.x = START_BRICK_POS_X;
						brickPos.y += pGameObj->GetHeight();
					}
				}
				else
				{
					nrBricks++;
					break; 
				}
				nrBricks++;
			}

			pGameObj->Init(Vec2(brickPos.x, brickPos.y));
			brickPos.x += pGameObj->GetWidth();
			if(brickPos.x >= m_nViewWidth - GET_MAX_BRICK_POS_X)
			{
				brickPos.x  = START_BRICK_POS_X;
				brickPos.y += pGameObj->GetHeight();
			}
		}
	}

}
Exemple #2
0
//-------------------------------------
// Called when the service is registered in the kernel
// rv - return true on succes,
//         when false is returned then the service gets deleted
bool CServiceGame::Start()
{
	Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Starting" );
	SendMsg(SM_INPUT, this);
	SendMsg(SM_RENDERER, this);

	SMsgTimer msg(TimerCallback);
	Fab_KernelSendMessage(&msg);

	// just quit when the renderer or input wasn't filled in
	if(m_pInput == nullptr || m_pRenderer == nullptr)
		return false;

	m_pRenderer->SetVSync(true);

	// make needed object accesable for user
	Fab_GlobalAccessorAddObject("Input", m_pInput);

	m_pContent = Fab_ContentCreateManager(m_pRenderer);
	if( !m_pContent->StartLoading() )
	{
		Fab_LogWrite(FLOG_LVL_ERROR, FLOG_ID_APP, "Game Service: Starting content loading failed." );
		return false;
	}

	IShader *pShader = m_pContent->LoadShader("Shaders/SimpleShader");
	pShader->Apply();
	pShader->SetVarVec3(  pShader->GetVarId("LightPosition_worldspace"),    glm::vec3(0, 100, 0));
	pShader->SetVarF1(    pShader->GetVarId("LightPower"),                  1.0f);
	pShader->SetVarVec4(  pShader->GetVarId("LightColor"),                  glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));

	IImage  *pImage = m_pContent->LoadImage("Textures/CarDiffuseMap.png"),

            *pImageFloor = m_pContent->LoadImage("Textures/FloorDif.png"),
            *pImageWall = m_pContent->LoadImage("Textures/WallDif.png"),
            *pImageFinish = m_pContent->LoadImage("Textures/FinishDif.png"),
            *pImageWater = m_pContent->LoadImage("Textures/WaterDif.png"),

            *pImagePlayer = m_pContent->LoadImage("Textures/PlayerDif.png"),
            *pImageBug01 = m_pContent->LoadImage("Textures/Bug01Dif.png");

    g_pMatDefault = Fab_MatCreateDifTexture(pShader, pImage);
    g_pMatGround = Fab_MatCreateDifTexture(pShader, pImageFloor);
    g_pMatWall = Fab_MatCreateDifTexture(pShader, pImageWall);
    g_pMatFinish = Fab_MatCreateDifTexture(pShader, pImageFinish);
    g_pMatWater = Fab_MatCreateDifTexture(pShader, pImageWater);

	g_pMatPlayer = Fab_MatCreateDifTexture(pShader, pImagePlayer);
	g_pMatBug01 = Fab_MatCreateDifTexture(pShader, pImageBug01);

	CGameObject *pGo = new CGameObject();
	pGo->Init();
	CCompCamera* pCam = new CCompCamera();
	pGo->AddComponent( pCam );
	pGo->Transform()->SetPos( glm::vec3(0, 1 * Grid::SCALE, 0) );
	
	pGo->Transform()->SetRot( glm::vec3(glm::radians(-90.0f), 0, 0) );
	g_vpGameObjects.push_back(pGo);
	Fab_GlobalAccessorAddObject("Camera", pGo);
	g_pCam = pCam;

	LoadLevel("level.lvl");

	for (CGameObject* go : g_vpGameObjects)
		go->Init();

	m_pContent->EndLoading();
	Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Started" );
	return true;
}
//-----------------------------------------------------------------------------
// Name : FrameAdvance () (Private)
// Desc : Called to signal that we are now rendering the next frame.
//-----------------------------------------------------------------------------
void CGameApp::FrameAdvance()
{
	static TCHAR FrameRate[ 50 ];
	static TCHAR TitleBuffer[ 255 ];

	// Advance the timer
	m_Timer.Tick( 60 );

	// Skip if app is inactive
	if ( !m_bActive ) return;

	// Get / Display the framerate
	if ( m_LastFrameRate != m_Timer.GetFrameRate() )
	{
		m_LastFrameRate = m_Timer.GetFrameRate( FrameRate, 50 );
		sprintf_s( TitleBuffer, _T("Game : %s"), FrameRate );
		SetWindowText( m_hWnd, TitleBuffer );
	} // End if Frame Rate Altered

	if(StartGame == true)
	{

		SetCursor( NULL );

		// Poll & Process input devices
		ProcessInput();

		// Collision detection between game objects
		BricksExist=false;
		CollisionDetection();
		if(BricksExist == false)
		{
			Vec2 brickPos;
			brickPos.x = START_BRICK_POS_X;
			brickPos.y = START_BRICK_POS_Y;

			countBricks = 0;
			countGifts = 0;
			nrBricks = 0;

			// delete objects from previous level
			for(auto it = m_vGameObjects.begin(); it != m_vGameObjects.end(); ++it)
			{
				CGameObject * pGameObj = it->get();

				if(pGameObj->GetObjectTypeSub() == GOT_BrickUnbreakable)
				{
					countBricks++;
				}
			}

			for(int cBricks = 0; cBricks <= countBricks; cBricks++)
			{
				for(auto it2 = m_vGameObjects.begin(); it2 != m_vGameObjects.end(); ++it2)
				{
					CGameObject * pGameObj = it2->get();
					if(pGameObj->GetObjectTypeSub() == GOT_BrickUnbreakable)
					{
						m_vGameObjects.erase(it2);
						break;
					}
				}
			}

			for(auto it = m_vGameObjectsGift.begin(); it != m_vGameObjectsGift.end(); ++it)
			{
				CGameObject * pGameObj = it->get();

				countGifts++;

			}

			for(int cGifts = 0; cGifts <= countGifts; cGifts++)
			{
				for(auto it2 = m_vGameObjectsGift.begin(); it2 != m_vGameObjectsGift.end(); ++it2)
				{
					CGameObject * pGameObj = it2->get();

					m_vGameObjectsGift.erase(it2);
					break;

				}
			}

			// load new objects
			m_pBall.lock()->myVelocity.x = 0;
			m_pBall.lock()->myVelocity.y = 0;
			m_pBall.lock()->myPosition.x = m_pPlayer.lock()->myPosition.x;
			m_pBall.lock()->myPosition.y = m_nViewHeight - m_pBall.lock()->GetHeight() - m_pPlayer.lock()->GetHeight() - ONE;
			FollowPlayer = true;
			UnstoppableBall = false;
			StickyBar = false;
			MoveBall = false;
			SystemParametersInfo(SPI_SETMOUSESPEED, NULL, (void*)10, SPIF_UPDATEINIFILE | SPIF_SENDWININICHANGE );
			ballPos.x = 0;
			if(ShrinkBar == true)
			{
				ShrinkBar = false;
				m_pPlayer.lock()->Normal_Bar();
			}
			nrLevel++;
			level.LoadBricks(nrLevel);
			level.RandomBricks("-ud");

			string::iterator it;
			for(it = level.bricks.begin(); it < level.bricks.end(); it++)
			{
				if(*it == '-')
				{
					continue;
				}
				auto pBrick = std::make_shared<Brick>(*it);
				m_vGameObjects.push_back(pBrick);
			}

			for(auto it = m_vGameObjects.begin(); it != m_vGameObjects.end(); ++it)
			{
				CGameObject * pGameObj = it->get();
				if(pGameObj->GetObjectType() == GOT_Brick)
				{
					for(std::size_t levelbricks = 0; levelbricks < level.bricks.size(); levelbricks++)
					{
						if(level.bricks[nrBricks] == '-')
						{
							brickPos.x += pGameObj->GetWidth();
							if(brickPos.x >= m_nViewWidth - GET_MAX_BRICK_POS_X)
							{
								brickPos.x = START_BRICK_POS_X;
								brickPos.y += pGameObj->GetHeight();
							}
						}
						else
						{
							nrBricks++;
							break; 
						}
						nrBricks++;
					}

					pGameObj->Init(Vec2(brickPos.x, brickPos.y));
					brickPos.x += pGameObj->GetWidth();
					if(brickPos.x >= m_nViewWidth - GET_MAX_BRICK_POS_X)
					{
						brickPos.x = START_BRICK_POS_X;
						brickPos.y += pGameObj->GetHeight();
					}
				}
			}
			if(level.Winner == true)
			{
				LevelChange = false;
			}
			else
			{
				LevelChange = true;
			}
		}

		// Animate the game objects
		AnimateObjects();
	}
	// Drawing the game objects
	DrawObjects();
}