Esempio n. 1
0
void gameInitialize(uint32_t screenWidth, uint32_t screenHeight) {
	if (gGame)
		return;
	Profile profile("Game initialize");

	remoteDebugStart(platformDeviceName());

	gGame = new Game();
	gGame->clock = new Clock();
	clockStart(gGame->clock);
	gGame->sensor = new SensorState();
	gGame->screen = new Screen();
	gGame->screen->width = screenWidth;
	gGame->screen->height = screenHeight;
	gGame->fps = 60;

	RLOGI("%s", "Initializing Game!");
	gGame->L = luaCoreCreate();
	if(hasStarted)
		gameRestart();
	else
		gameStart();

}
Esempio n. 2
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);
}