Пример #1
0
void GameAudio::processPunchSound()
{
	if (soundEffectRegistrationMap[ENUM_SOUND_EFFECT_PUNCH] == true)
	{
		Game *game = Game::getSingleton();
		GameStateManager *gsm = game->getGSM();
		SpriteManager *spriteMgr = gsm->getSpriteManager();
		PlayerSprite *player = spriteMgr->getPlayer();

		wstring playerState = player->getCurrentState();

		if (playerState.compare(L"PUNCH_LEFT") == 0 || playerState.compare(L"PUNCH_RIGHT") == 0
			|| playerState.compare(L"PUNCH_BACK") == 0 || playerState.compare(L"PUNCH_FRONT") == 0)
		{
			IXAudio2SourceVoice *punchSound = soundEffectMap[ENUM_SOUND_EFFECT_PUNCH];

			XAUDIO2_VOICE_STATE voiceState;
			punchSound->GetState(&voiceState);

			//// [voiceState.BuffersQueued <= 0] means there are nothing in the buffer
			//// so let's make a new buffer to queue the sound
			if (voiceState.BuffersQueued <= 0)
			{
				XAUDIO2_BUFFER *proto = audioBufferPrototypeMap[ENUM_SOUND_EFFECT_PUNCH];
				bool ssbSuccess = SUCCEEDED(punchSound->SubmitSourceBuffer(proto));
				punchSound->Start();
			}
			//// if there is something in the buffer
			else
			{
				/// do nothing
			}
		}
	}
}
Пример #2
0
void GameAudio::processHealSound()
{
	if (soundEffectRegistrationMap[ENUM_SOUND_EFFECT_HEAL] == true)
	{
		Game *game = Game::getSingleton();
		GameStateManager *gsm = game->getGSM();
		SpriteManager *spriteMgr = gsm->getSpriteManager();
		PlayerSprite *player = spriteMgr->getPlayer();

		bool isHealing = player->getIshealing();

		if (isHealing == true)
		{
			IXAudio2SourceVoice *healSound = soundEffectMap[ENUM_SOUND_EFFECT_HEAL];

			XAUDIO2_VOICE_STATE voiceState;
			healSound->GetState(&voiceState);

			//// [voiceState.BuffersQueued <= 0] means there are nothing in the buffer
			//// so let's make a new buffer to queue the sound
			if (voiceState.BuffersQueued <= 0)
			{
				XAUDIO2_BUFFER *proto = audioBufferPrototypeMap[ENUM_SOUND_EFFECT_HEAL];
				bool ssbSuccess = SUCCEEDED(healSound->SubmitSourceBuffer(proto));
				healSound->Start();
				//// After all, there will be only one buffer node in the queue always ...
			}
			//// if there is something in the buffer
			else
			{
				/// do nothing
			}
		}
	}
}
Пример #3
0
/** For main I wanted a simple and maintainable game loop. I designed the state machine so that 
 * whether were using console, SFML, SDL or any graphics library, main wouldn't need to change very
 * much. 
 */
int main()
{
	bool running = true; 

//** __STATE_MACHINE__ 
/* * Here we instantiate the main element of our state machine, the gamestatemanager. This object helps control 
 * where the user is in the program and is far more memory efficient as states and any variables using memory 
 * are destroyed. Gamestate transitions are all handled within the GameStates methods apart from the first 
 * state added below.
 */

	GameStateManager gamestatemanager;
	gamestatemanager.ChangeState(new Menu(&gamestatemanager));

//** __GAME_LOOP__
/* Our game loop we know is going to execute atleast once, so we begin with a do while loop. As the implementation is in console 
 * and certain functions freeze the flow of the program at certain points, we execute draw first so text is drawn on the screen 
 * before the program asks for input from the user. Update returns a bool value so we assign running to the value of update. The loop 
 * condition is whether update is equal to true. If so it will go round again. The program ends when running is equal to false.
 */
	do
	{
		gamestatemanager.Draw();

		running = gamestatemanager.Update();
	}
	while(running);

	return 0;
}
Пример #4
0
void BugsButtonEventHandler::handleButtonEvents(	Game *game, 
													wstring command)
{
	// THE USER PRESSED THE Exit BUTTON ON THE MAIN MENU,
	// SO LET'S SHUTDOWN THE ENTIRE APPLICATION
	if (command.compare(W_EXIT_COMMAND) == 0)
	{
		game->shutdown();
	}
	// THE USER PRESSED THE MOUSE BUTTON ON THE SPLASH
	// SCREEN, SO LET'S GO TO THE MAIN MENU
	else if (command.compare(W_GO_TO_MM_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToMainMenu();
	}
	// THE USER PRESSED THE Start BUTTON ON THE MAIN MENU,
	// SO LET'S START THE GAME FROM THE FIRST LEVEL
	else if (command.compare(W_START_COMMAND) == 0)
	{
		game->setCurrentLevelFileName(W_LEVEL_1_NAME);
		game->startGame();
	}
	// THE USER PRESSED THE Quit BUTTON ON THE IN-GAME MENU,
	// SO LET'S UNLOAD THE LEVEL AND RETURN TO THE MAIN MENU
	else if (command.compare(W_QUIT_COMMAND) == 0)
	{
		game->quitGame();
	}
}
Пример #5
0
void DirectXGraphics::renderGame(Game *game)
{
	GameStateManager *gsm = game->getGSM();
	World *world = gsm->getWorld();
	GameText *text = game->getText();

	// CHECK TO SEE IF WE STILL HAVE THE GPU
	HRESULT result = graphicsDevice->TestCooperativeLevel();

	// IF WE HAVE THE GPU, RENDER THE GAME
	if (SUCCEEDED(result)) 
	{
		// NOW PREPARE TO RENDER THE LISTS USING
		// BATCH TEXTURE RENDERING
		startDirectXFrameRendering();	
		spriteHandler->Begin(D3DXSPRITE_ALPHABLEND);

		// RENDER THE WORLD RENDER LIST
		renderWorldRenderList();
				
		// RENDER THE GUI RENDER LIST
		renderGUIRenderList();

		// RENDER THE TEXT
		renderText(text);

		// WRAP UP RENDERING RESOURCES
		if (FAILED(spriteHandler->End()))
		{
			text->writeDebugOutput("\nspriteHandler->End(): FAILED");
		}

		endDirectXFrameRendering();

	}

	// WE'VE LOST THE GPU, SLEEP UNTIL WE GET IT BACK
	else if (result == D3DERR_DEVICELOST) 
	{ 
		spriteHandler->OnLostDevice();
		textFont->OnLostDevice();
		Sleep(100); 
	}

	// WE'VE GOT IT BACK, RELOAD EVERYTHING. NOTE THAT
	// WE'LL ONLY GET THIS MESSAGE ONCE.
	else if (result == D3DERR_DEVICENOTRESET)
	{ 
		if (FAILED(graphicsDevice->Reset(&presentParameters)))
		{
			game->getText()->writeDebugOutput("\ngraphicsDevice->Reset: FAILED - Reloading GPU images");
			game->reloadAllDevices();
		}
		else
		{
			spriteHandler->OnResetDevice();
			textFont->OnResetDevice();
		}
	}
}
Пример #6
0
/*
	addSpriteItemsToRenderList - This method goes through all of the sprites,
	including the player sprite, and adds the visible ones to the render list.
	This method should be called each frame.
*/
void SpriteManager::addSpriteItemsToRenderList()
{
	Game *game = Game::getSingleton();
	GameStateManager *gsm = game->getGSM();
	GameGUI *gui = game->getGUI();
	if (gsm->isWorldRenderable())
	{
		GameGraphics *graphics = game->getGraphics();
		RenderList *renderList = graphics->getWorldRenderList();
		Viewport *viewport = gui->getViewport();

		// ADD THE PLAYER SPRITE, IF THERE IS ONE
		if (player != nullptr)
			addSpriteToRenderList(player, renderList, viewport);

		// NOW ADD THE REST OF THE SPRITES
		list<Bot*>::iterator botIterator;
		botIterator = bots.begin();
		while (botIterator != bots.end())
		{			
			Bot *bot = (*botIterator);
			addSpriteToRenderList(bot, renderList, viewport);
			botIterator++;
		}
	}
}
Пример #7
0
/*
	fillRenderLists - This method causes the render lists to be
	filled with the things that have to be drawn this frame.
*/
void GameGraphics::fillRenderLists(Game *game)
{
    // GENERATE RENDER LISTS FOR GAME WORLD AND GUI
    GameStateManager *gsm = game->getGSM();
    gsm->addGameRenderItemsToRenderList(game);
    GameGUI *gui = game->getGUI();
    gui->addRenderItemsToRenderList(game);
}
Пример #8
0
void ScienceMouseEventHandler::handleMousePressEvent(Game *game, int mouseX, int mouseY)
{
	if (game->getGSM()->isGameInProgress())
	{
		Viewport *viewport = game->getGUI()->getViewport();
		
		// DETERMINE WHERE ON THE MAP WE HAVE CLICKED
		int worldCoordinateX = mouseX + viewport->getViewportX();
		int worldCoordinateY = mouseY + viewport->getViewportY();

		// NOW LET'S SEE IF THERE IS A SPRITE THERE
		GameStateManager *gsm = game->getGSM();
		SpriteManager *spriteManager = gsm->getSpriteManager();

		
		// IF THERE IS NO SELECTED SPRITE LOOK FOR ONE
		if (!(spriteManager->getIsSpriteSelected()))
		{
			// IF THIS DOES NOT RETURN NULL THEN YOU FOUND A SPRITE AT THAT LOCATION
			if((spriteManager->getSpriteAt(worldCoordinateX, worldCoordinateY) != NULL))
			{
				AnimatedSprite *selected = spriteManager->getSpriteAt(worldCoordinateX, worldCoordinateY);
				spriteManager->setIsSpriteSelected(true);
			}
		}
		else if (spriteManager->getSelectedSprite() != NULL)
		{
			// MOVE A SPRITE IN A DESIRED DIRECTION 
			AnimatedSprite *selected = spriteManager->getSelectedSprite();
			PhysicalProperties *pp = selected->getPhysicalProperties();
			float spriteX = pp->getX();
			float spriteY = pp->getY();

			//IF A SPRITE IS WHERE YOU WANT IT THEN STOP IT
			if (((spriteX > worldCoordinateX - 64) && (spriteX < worldCoordinateX + 64)) && (spriteY > worldCoordinateY - 64) && (spriteY < worldCoordinateY + 64))
			{
				pp->setVelocity(0, 0);
			}
			else
			{
				float deltaX = worldCoordinateX - spriteX;
				float deltaY = worldCoordinateY - spriteY;
				float hyp = sqrtf((deltaX * deltaX) + (deltaY * deltaY));

				pp->setVelocity((deltaX / hyp) * 3, (deltaY / hyp) * 3);
			}
			spriteManager->setIsSpriteSelected(false);

		//	GridPathfinder *pathfinder = spriteManager->getPathfinder();
		//	pathfinder->mapPath(selected, (float)worldCoordinateX, (float)worldCoordinateY);
		//	gsm->setSpriteSelected(false, selected);
		}
		else
		{
			spriteManager->setIsSpriteSelected(false);
		}
	}
}
/*
	think - called once per frame, this is where the bot performs its
	decision-making. Note that we might not actually do any thinking each
	frame, depending on the value of cyclesRemainingBeforeThinking.
*/
void RandomFloatingBot::think(Game *game)
{
	// EACH FRAME WE'LL TEST THIS BOT TO SEE IF WE NEED
	// TO PICK A DIFFERENT DIRECTION TO FLOAT IN

	if (cyclesRemainingBeforeThinking == 0)
	{
		GameStateManager *gsm = game->getGSM();
		pickRandomVelocity(gsm->getPhysics());
		pickRandomCyclesInRange();
	}
	else
		cyclesRemainingBeforeThinking--;
}
Пример #10
0
/*
	checkCurrentScreenForAction - This method should be called
	once per frame. It checks with the current screen to see if
	a button event needs to be fired, and fires it if necessary.

	If a mode is provided that does not match a ScreenGUI index,
	an exception is thrown.
*/
bool GameGUI::checkCurrentScreenForAction(Game *game)
{
	// IF THE GAME STATE DOESN'T HAVE A CORRESPONDING,
	// SCREEN DON'T DO ANYTHING
	GameStateManager *gsm = game->getGSM();
	GameState gameState = gsm->getCurrentGameState();
	ScreenGUI *gui = screens[gameState];
	if (gui != NULL)
	{
		// CASCADE THE CHECK TO THE CURRENT SCREEN
		return gui->fireButtonCommand(game);
	}
	return false;
}
Пример #11
0
/*
	respondToMouseInput - This method sends the updated cursor position
	to the GameGUI so that it can update the Button and Cursor states.
	It then checks to see if the left mouse button is pressed, and if
	so, it asks the gui to check to see if it needs to fire an event.
	This should be called once per frame, after input is retrieved.
*/
void WindowsInput::respondToMouseInput(Game *game)
{
	GameGUI *gui = game->getGUI();
	GameStateManager *gsm = game->getGSM();
	Viewport *viewport = gui->getViewport();
	gui->updateGUIState(mousePoint->x, mousePoint->y, gsm->getCurrentGameState());
	
	if ( (GetAsyncKeyState(VK_LBUTTON) & 0X8000)
		&& (inputState[VK_LBUTTON].isFirstPress))
	{
		if ((gsm->isGameInProgress()) && viewport->areScreenCoordinatesInViewport(mousePoint->x, mousePoint->y))
			mouseHandler->handleMousePressEvent(game, mousePoint->x-viewport->getViewportOffsetX(), mousePoint->y-viewport->getViewportOffsetY());
		gui->checkCurrentScreenForAction(game);
	}
}
Пример #12
0
/*
	addWorldRenderItemsToRenderList - This method sends the render
	list and viewport to each of the layers such that they
	may fill it with RenderItems to draw.
*/
void World::addWorldRenderItemsToRenderList(Game *game)
{
	GameStateManager *gsm = game->getGSM();
	GameGUI *gui = game->getGUI();
	if (gsm->isWorldRenderable())
	{
		GameGraphics *graphics = game->getGraphics();
		RenderList *renderList = graphics->getWorldRenderList();
		Viewport *viewport = gui->getViewport();
		for (unsigned int i = 0; i < layers->size(); i++)
		{
			layers->at(i)->addRenderItemsToRenderList(	renderList,
														viewport);
		}
	}
}
Пример #13
0
void firstVoteLoop()
{
	timeRemaining = 10000;
	gs.loadSong(BGM_DEMO);
	gs.playSong();

	if ( m_tile == NULL )
	{
		m_tile = loadImage("DATA/attract/tile.png");
	}
	if ( m_weeklyVote == NULL )
	{
		m_weeklyVote = loadImage("DATA/vote/weeklyVote.tga");
	}

	// why not?
	em.announcerQuipChance(GUY_SONGWHEEL, 25);
}
Пример #14
0
void renderStepZoneDMX(int player)
{
	int startColumn = player == 0 ? 0 : 4;
	if ( gs.isSingles() )
	{
		if ( gs.player[0].centerLeft )
		{
			startColumn = 0;
		}
		else if ( gs.player[0].centerRight )
		{
			startColumn = 4;
		}
		else
		{
			startColumn = 2; // center play
		}
	}
	int endColumn = gs.isDoubles ? 8 : startColumn+4;

	for ( int i = startColumn; i < endColumn; i++ )
	{
		int x = getColumnOffsetX_DMX(i);
		int blink = gs.player[player].stepZoneBlinkTimer > 0 ? 0 : 1;	// pick the state of the step zone
		int hitcolor = 0x7F000000;
		int outlineColor = 0xFFB4B4B4;
		const int fadeOutLength = 100;
		if ( blink == 1 )
		{
			static int colors[3] = { makeacol(41, 239, 115, 255), makeacol(239, 101, 190, 255), makeacol(76, 0, 190, 255) };
			int stageColor = gs.player[player].stagesLevels[gs.currentStage] % 10;
			outlineColor = colors[stageColor];
		}
 
		if ( gs.player[player].laneFlareColors[i] == 2 )
		{
			blink = 2; // currently holding a hold note in this column
		}

		int color = getColorOfColumn(i);
		if ( im.isKeyDown(i) )
		{
			hitcolor = color == 0 ? 0xEECC0000 : 0xEE0000CC;
		}
		else if ( im.getReleaseLength(i) <= fadeOutLength )
		{
			int a = getValueFromRange(0xFF, 0x7F, im.getReleaseLength(i) * 100/ fadeOutLength);
			if ( i ==4 )
			{
				al_trace("%d\r\n", a);
			}
			hitcolor = color == 0 ? makeacol32(0xFF, 0, 0, a) : makeacol32(0, 0, 0xFF, a);
		}
		renderStepLaneDMX(x, hitcolor, outlineColor);
		masked_blit(m_stepZoneSourceDMX[color], rm.m_backbuf, blink*34, 0, x, (gs.player[player].isColumnReversed(i) ? DMX_STEP_ZONE_REV_Y-34 : DMX_STEP_ZONE_Y), 34, 38);
	}
}
Пример #15
0
/*
	addSpriteItemsToRenderList - This method goes through all of the sprites,
	including the player sprite, and adds the visible ones to the render list.
	This method should be called each frame.
*/
void SpriteManager::addSpriteItemsToRenderList(	Game *game)
{
	GameStateManager *gsm = game->getGSM();
	GameGUI *gui = game->getGUI();
	if (gsm->isWorldRenderable())
	{
		GameGraphics *graphics = game->getGraphics();
		RenderList *renderList = graphics->getWorldRenderList();
		Viewport *viewport = gui->getViewport();

		// ADD THE PLAYER SPRITE
		addSpriteToRenderList(&player, renderList, viewport);


		// NOW ADD THE REST OF THE SPRITES
		list<AnimatedSprite*>::iterator botIterator;
		botIterator = enemies.begin();
		while (botIterator != enemies.end())
		{			
			AnimatedSprite *bot = (*botIterator);
			addSpriteToRenderList(bot, renderList, viewport);
			botIterator++;
		}

		// NOW ADD THE REST OF THE SPRITES
		list<AnimatedSprite*>::iterator blockIterator;
		blockIterator = blocks.begin();
		while (blockIterator != blocks.end())
		{
			AnimatedSprite *block = (*blockIterator);
			addSpriteToRenderList(block, renderList, viewport);
			blockIterator++;
		}

		list<AnimatedSprite*>::iterator exitIt;
		exitIt = exits.begin();
		while (exitIt != exits.end())
		{
			AnimatedSprite *exit = (*exitIt);
			addSpriteToRenderList(exit, renderList, viewport);
			exitIt++;
		}
	}
}
Пример #16
0
/*
	addRenderItemsToRenderList - This method cascades this call to the
	current ScreenGUI. That object will add the appropriate items to
	the render list. This method should be called once per frame to make
	sure the current GUI is always rendered.

	Make sure the mode you provide matches the index of this GUI's screen.
	If an illegal mode value is provided, an exception is thrown.
*/
void GameGUI::addRenderItemsToRenderList(Game *game)
{
	GameStateManager *gsm = game->getGSM();
	GameState gameState = gsm->getCurrentGameState();
	
	GameGraphics *graphics = game->getGraphics();
	RenderList *guiRenderList = graphics->getGUIRenderList();

	if (gsm->isAppActive())
	{
		// CASCADE THIS CALL TO THE APPROPRIATE SCREEN
		screens.at(gameState)->addRenderItemsToRenderList(guiRenderList);
	}

	// CASCADE THIS CALL TO THE CURSOR, IF THERE IS ONE
	if (customCursor != NULL)
		customCursor->addRenderItemToRenderList(guiRenderList);

}
/*
	addSpriteItemsToRenderList - This method goes through all of the sprites,
	including the player sprite, and adds the visible ones to the render list.
	This method should be called each frame.
*/
void SpriteManager::addSpriteItemsToRenderList(	Game *game)
{
	GameStateManager *gsm = game->getGSM();
	GameGUI *gui = game->getGUI();
	if (gsm->isWorldRenderable())
	{
		GameGraphics *graphics = game->getGraphics();
		RenderList *renderList = graphics->getWorldRenderList();
		Viewport *viewport = gui->getViewport();

		// ADD THE PLAYER SPRITE
		addSpriteToRenderList(&player, renderList, viewport);
	/*	X = player.getPhysicalProperties() -> getX();
		Y = player.getPhysicalProperties() -> getY();*/
		//addSpriteToRenderList(&healthBar, renderList, viewport);
		// NOW ADD THE REST OF THE SPRITES
		list<Bot*>::iterator botIterator;
		botIterator = bots.begin();
		while (botIterator != bots.end())
		{			

			Bot *bot = (*botIterator);
			if (bot->getCurrentState() == L"DYING" && bot->getRemoval() > 0)
				bot->setRemoval(bot->getRemoval()-1);
			if (bot->getRemoval() != 0) {
				addSpriteToRenderList(bot, renderList, viewport);
			}
			
			if (bot->getRemoval() == 0){
					
					
				//bot->setCurrentlyCollidable(false);	
			}
			
			botIterator++;
		}
	}
}
void BotSpawningPool::update()
{
	countdownCounter--;
	if (countdownCounter <= 0) {
		// SPAWN A BOT
		Game *game = Game::getSingleton();
		GameStateManager *gsm = game->getGSM();
		SpriteManager *spriteManager = gsm->getSpriteManager();
		BotRecycler *botRecycler = spriteManager->getBotRecycler();
		Bot *spawnedBot = botRecycler->retrieveBot(botType);
		spriteManager->addBot(spawnedBot);
		initCountdownCounter();

		// DO IT'S SPAWNING BEHAVIOR
		BotBehavior *spawningBehavior = spawnedBot->getBehavior(BotState::SPAWNING);
		spawningBehavior->behave(spawnedBot);

		// AND START IT LOCATED AT THE SPAWNING POOL
		PhysicalProperties *pp = spawnedBot->getPhysicalProperties();
		pp->setX(x);
		pp->setY(y);
	}
}
/*
	think - called once per frame, this is where the bot performs its
	decision-making. Note that we might not actually do any thinking each
	frame, depending on the value of cyclesRemainingBeforeThinking.
*/
void RandomJumpingBot::think(Game *game)
{
	// EACH FRAME WE'LL TEST THIS BOT TO SEE IF WE NEED
	// TO PICK A DIFFERENT DIRECTION TO FLOAT IN

	if (cyclesRemainingBeforeThinking == 0)
	{
		if (this->wasOnTileLastFrame())
		{
			GameStateManager *gsm = game->getGSM();
			pickRandomJump(gsm->getPhysics());
			pickRandomCyclesInRange();
		}
	}
	else
		cyclesRemainingBeforeThinking--;

	animationRandomizer--;
	if (animationRandomizer == 0)
	{
		animationCounter++;
		animationRandomizer = (rand() % 45) + 5;
	}
}
Пример #20
0
void GameAudio::processSoundEffect()
{
	Game *game = Game::getSingleton();
	GameStateManager *gsm = game->getGSM();
	GameState gameState = gsm->getCurrentGameState();

	if (gameState == GS_GAME_IN_PROGRESS)
	{
		//// shoot sound effect
		processShootSound();

		//// money sound effect
		processMoneySound();

		//// punch sound effect
		processPunchSound();

		//// heal sound effect
		processHealSound();

		//// damage sound effect
		processDamageSound();
	}
}
Пример #21
0
void mainVoteLoop(UTIME dt)
{
	SUBTRACT_TO_ZERO(timeRemaining, dt);

//	if ( timeRemaining > 1250 && (im.getKeyState(MENU_START_1P) == JUST_DOWN || im.getKeyState(MENU_START_2P) == JUST_DOWN) )
//	{
//		timeRemaining = 1250; // player says "hurry up I want to start a new game!"
//	}

	if ( timeRemaining <= 0 )
	{
		gs.g_currentGameMode = GAMEOVER;
		gs.g_gameModeTransition = 1;
		gs.killSong();
	}

	renderVoteLoop();
}
Пример #22
0
int main() {
	/*Game game;
	game.setScreen(Game::INTRO);
	while (game.isRunning()) {
		game.update();
	}*/
	GameStateManager game;
	game.init();
	game.changeGameState(MenuState::getInstance());

	while (game.isRunning()) {
		game.draw();
		game.getInput();
	}

	game.cleanup();

	return 0;
}
void BalloonEscapeButtonEventHandler::handleButtonEvents(	Game *game, 
													wstring command)
{
	// THE USER PRESSED THE Exit BUTTON ON THE MAIN MENU,
	// SO LET'S SHUTDOWN THE ENTIRE APPLICATION
	if (command.compare(W_EXIT_COMMAND) == 0)
	{
		game->shutdown();
	}
	// THE USER PRESSED THE MOUSE BUTTON ON THE SPLASH
	// SCREEN, SO LET'S GO TO THE MAIN MENU
	else if (command.compare(W_GO_TO_MM_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->goToMainMenu();
		PlaySound(L"data/sounds/start.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	// THE USER PRESSED THE Start BUTTON ON THE MAIN MENU,
	// SO LET'S START THE GAME FROM THE FIRST LEVEL
	else if (command.compare(W_START_COMMAND) == 0)
	{
		game->setCurrentLevel(W_LEVEL_1_NAME,W_LEVEL_1_DIR);
		game->startGame();
		PlaySound(L"data/sounds/theme.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	// THE USER PRESSED THE Quit BUTTON ON THE IN-GAME MENU,
	// SO LET'S UNLOAD THE LEVEL AND RETURN TO THE MAIN MENU
	else if (command.compare(W_QUIT_COMMAND) == 0)
	{
		game->quitGame();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	else if (command.compare(W_HELP_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->Help();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
	else if (command.compare(W_ABOUT_COMMAND) == 0)
	{
		GameStateManager *gsm = game->getGSM();
		gsm->About();
		PlaySound(L"data/sounds/jump.wav", NULL, SND_FILENAME|SND_ASYNC);
	}
}
Пример #24
0
/*
	This is where all game physics starts each frame. It is called each frame 
	by the game statem manager after player input and AI have been processed. It
	updates the physical state of all dynamic objects in the game and
	moves all objects to their end of frame positions, updates all necessary
	object velocities, and calls all collision event handlers.
*/
void Physics::update(Game *game)
{
	// WE'LL USE A CONTINUOUS COLLISION SYSTEM TO ENSURE TEMPORAL 
	// COHERENCE, WHICH MEANS WE'LL MAKE SURE COLLISIONS ARE RESOLVED
	// IN THE ORDER WITH WHICH THEY HAPPEN. WE DON'T WANT GAME EVENTS
	// TO APPEAR TO HAPPEN IN THE WRONG ORDER. WE'LL TRY TO MAKE IT
	// A LITTLE MORE EFFICIENT BY EMPLOYING A VARIATION ON THE
	// SWEEP AND PRUNE ALGORITHM FOR DYNAMIC-DYNAMIC OBJECT COLLISIONS

	// IN CASE WE'RE DOING THE ONE UPDATE STEP AT A TIME
	// THIS MAKES SURE THE UPDATE DOESN'T GET CALLED AGAIN
	// NEXT FRAME WITHOUT THE USER EXPLICITY REQUESTING IT
	// BY PRESSING THE 'T' KEY (for Time sTep)
	activatedForSingleUpdate = false;

	// WE'LL NEED THE WORLD TO ACCESS THE SPRITES AND WORLD LAYERS
	GameStateManager *gsm = game->getGSM();
	World *world = gsm->getWorld();

	// NOTE THAT WE MAKE SURE THE activeCollisions VECTOR IS
	// EMPTIED BEFORE THIS METHOD EXITS, SO WE CAN ASSUME
	// IT'S EMPTY NOW. activeCollisions CONTAINS ALL THE COLLISIONS
	// DETECTED SO FAR THIS FRAME. THESE ARE THE THINGS WE MUST
	// RESOLVE.

	// START THE CLOCK AT 0, THAT MEANS 0% OF THE WAY THROUGH THE FRAME.
	// NOTE THAT TIME 0 IS THE MOST DANGEROUS TIME FOR DETECTING COLLISIONS
	// BECAUSE THEY CAN BE EASILY OVERLOOKED. THE SAME FOR SIMULTANEOUS 
	// COLLISIONS. TO MINIMIZE RIGID BODY PENETRATION, SUCH CIRCUMSTANCES
	// ARE TYPICALLY HANDLED AS SPECIAL CASES
	currentCollisionTime = 0.0f;

	// FIRST WE NEED TO DO COLLISION TESTING PREP WORK FOR SPRITES
		// APPLY ACCELERATION AND GRAVITY TO VELOCITY
		// INIT TILE COLLISION INFO
			// SET ON TILE LAST FRAME USING ON TILE THIS FRAME
			// SET ON TILE THIS FRAME TO FALSE	
		// GET COLLISIONS WITH ALL TILES TO HAPPEN DURING THIS FRAME
			// PUT THESE COLLISIONS INTO A SORTABLE DATA STRUCTURE
		// INIT SPRITE'S SWEPT SHAPE INFO

	// FOR ALL SPRITES, INCLUDING THE BOTS AND PLAYER
	vector<CollidableObject*>::iterator spritesIt = sortedSweptShapes[LEFT_EDGE]->begin();
	while (spritesIt != sortedSweptShapes[LEFT_EDGE]->end())
	{
		CollidableObject *sprite = (*spritesIt);
		prepSpriteForCollisionTesting(world, sprite);
		getAllTileCollisionsForAGivenSprite(world, sprite, 1.0f);
		spritesIt++;
	}

	// PREPARE FOR SPRITE-SPRITE COLLISION TESTING

		// SWEEP AND PRUNE DATA STRUCTURES PREP WORK
			// SORT S_AND_P VECTOR SORTED BY START X OF SWEPT SHAPE
			// SORT S_AND_P VECTOR SORTED BY END X OF SWEPT SHAPE
			// WE DON'T NEED THE Y-AXIS SORTED, BUT WOULD IF THIS
			// WERE A 3D SYSTEM TO SAVE ON COMPARISONS.

	// WE'RE USING C++'s STL sort METHOD AND ARE PROVIDING
	// A CUSTOM MEANS FOR COMPARISON
	sort(sortedSweptShapes[LEFT_EDGE]->begin(),		sortedSweptShapes[LEFT_EDGE]->end(),	SweptShapesComparitorByLeft());
	sort(sortedSweptShapes[RIGHT_EDGE]->begin(),	sortedSweptShapes[RIGHT_EDGE]->end(),	SweptShapesComparitorByRight());
		
	// RECORD SORTED POSITIONS WITH EACH SPRITE. THEY NEED TO KNOW WHERE
	// THEY ARE IN THOSE DATA STRUCTURES SUCH THAT WE CAN JUMP INTO
	// THOSE DATA STRUCTURES TO TEST COLLISIONS WITH NEIGHBORS
	updateSweptShapeIndices();

	// YOU'LL NEED TO TEST FOR SPRITE-TO-SPRITE COLLISIONS HERE

	// *** LOOP STARTS HERE. WE'LL DO THIS UNTIL THERE ARE NO
	// MORE COLLISIONS TO RESOLVE FOR THIS FRAME
	while (activeCollisions.size() > 0)
	{
		// SORT COLLISION OBJECTS BY TIME OF COLLISION
		// NOTE THAT I'M JUST EMPLOYING THE STL'S List
		// CLASS' SORT METHOD BY PROVIDING MY OWN
		// MEANS FOR COMPARING Collision OBJECTS
		activeCollisions.sort(CollisionComparitor());

		// GET FIRST COLLISION - NOTE THAT WE HAVE THE COLLISIONS SORTED
		// IN DESCENDING ORDER, SO TO TAKE THE EARLIEST ONE, WE REMOVE IT
		// FOM THE BACK OF THE SORTED LIST
		Collision *earliestCollision = activeCollisions.back();
		activeCollisions.pop_back();
		float collisionTime = earliestCollision->getTimeOfCollision();

		// MOVE ALL SPRITES UP TO TIME OF FIRST COLLISION USING
		// APPROPRIATELY SCALED VELOCITIES
		moveAllSpritesUpToBufferedTimeOfCollision(earliestCollision);

		// AND ADVANCE COLLISION TIME
		currentCollisionTime = collisionTime;

		// AND UPDATE THE VELOCITIES OF THE SPRITE(S) INVOLVED IN THE COLLISION
		performCollisionResponse(earliestCollision);

		// EXECUTE COLLISION EVENT CODE
		// TEST TO SEE TYPES OF OBJECTS AND APPROPRIATE RESPONSE
		// ACCORDING TO CUSTOMIZED COLLISION EVENT HANDLER
		collisionListener->respondToCollision(game, earliestCollision);

		// FOR THE TWO OBJECTS INVOLVED IN THE COLLISION
			// REMOVE ALL OTHER COLLISIONS INVOLVING THEM
			// SINCE THEY ARE NOW OBSOLETE. THE REASON BEING
			// THE OBJECT COLLISION NOW LIKELY HAS A 
			// DIFFERENT VECTOR
			// UPDATE THEIR SWEPT SHAPES
			// TEST THEM AGAINST TILES AGAIN
		CollidableObject *co1 = earliestCollision->getCO1();
		CollidableObject *co2 = earliestCollision->getCO2();
		removeActiveCOCollisions(co1);
 		co1->updateSweptShape(1.0f - currentCollisionTime);
		getAllTileCollisionsForAGivenSprite(world, co1, 1.0f - currentCollisionTime);

		// ONLY DO IT FOR THE SECOND ONE IF IT'S NOT A TILE
		if (!earliestCollision->isCollisionWithTile())
		{
			removeActiveCOCollisions(co2);
			co2->updateSweptShape(1.0f - currentCollisionTime);
			getAllTileCollisionsForAGivenSprite(world, co2, 1.0f - currentCollisionTime);
		}
		else
		{
			spriteToTileCollisionsThisFrame[co1].insert(earliestCollision->getTile());
			recycledCollidableObjectsList.push_back(co2);
		}
		
		// NOW WE NEED TO SEE IF THE SPRITES INVOLVED IN THE JUST
		// RESOLVED COLLISION ARE GOING TO BE INVOLVED IN ANY MORE
		// WITH OTHER SPRITES BUT WE DON'T WANT TO CHECK ALL OF THEM,
		// WE ONLY WANT TO CHECK NEIGHBORS, BUT FIRST WE HAVE TO
		// MAKE SURE THE SPRITE(S) THAT WE JUST RESOLVED ARE IN THEIR
		// PROPER SWEPT SHAPE LOCATIONS WITHOUT HAVING TO RESORT EVERTYHING

		// IF IT WAS ONLY ONE SPRITE WITH A TILE THIS IS EASY TO DO
		if (earliestCollision->isCollisionWithTile())
		{
			reorderCollidableObject(co1);
		}
		// YOU'LL HAVE TO WORRY ABOUT REORDERING STUFF FOR COLLISIONS
		// BETWEEN TWO SPRITES
		
		// NOW TEST NEIGHBORS OF SPRITES INVOLVED IN RESOLVED COLLISION
		// AGAINST NEIGHBORS IN SWEPT SHAPE DATA STRUCTURES. YOU'LL HAVE
		// TO FIGURE OUT HOW TO DO THIS AND HOW TO RESOLVE SUCH COLLISIONS
			
		// RECYCLE THE COLLISION SINCE WE'RE NOW DONE WITH IT
		recycledCollisions.push_back(earliestCollision);
	}

	// APPLY THE REMAINING TIME TO MOVE THE SPRITES. NOTE THAT
	// THIS IS ACTUALLY A VERY RISKY, TRICKY STEP BECAUSE IT COULD
	// MOVE OBJECTS ALMOST TO THE POINT OF COLLISION, WHICH MAY THEN
	// BE DETECTED ALMOST AT TIME 0 NEXT FRAME. THERE ARE OTHER TRICKY
	// ISSUES RELATED TO OUR BUFFER AS WELL, SO WE CHEAT A LITTLE HERE
	// AND SCALE THE TIME REMAINING DOWN A LITTE
	if (currentCollisionTime < 1.0f)
		moveAllSpritesToEndOfFrame();

	// INIT TILE COLLISION INFO
	// SET ON TILE LAST FRAME USING ON TILE THIS FRAME
	// SET ON TILE THIS FRAME TO FALSE
	spritesIt = sortedSweptShapes[LEFT_EDGE]->begin();
	while (spritesIt != sortedSweptShapes[LEFT_EDGE]->end())
	{
		CollidableObject *sprite = (*spritesIt);
		sprite->advanceOnTileStatus();
		spritesIt++;
	}

	// WE'RE NOT GOING TO ALLOW MULTIPLE COLLISIONS TO HAPPEN IN A FRAME
	// BETWEEN THE SAME TWO OBJECTS
	spriteToTileCollisionsThisFrame.clear();
}
void BalloonEscapeCollisionListener::respondToCollision(Game *game, Collision *collision)
{
	// NOTE FROM THE COLLIDABLE OBJECTS, WHICH ARE IN THE COLLISION,
	// WE CAN CHECK AND SEE ON WHICH SIDE THE COLLISION HAPPENED AND
	// CHANGE SOME APPROPRIATE STATE ACCORDINGLY
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	//AnimatedSprite *bot = collision
	CollidableObject *sprite2 = collision->getCO2();
	PhysicalProperties *pp2 = sprite2->getPhysicalProperties();
	AnimatedSprite *bot = (AnimatedSprite*)sprite2;
	if (!collision->isCollisionWithTile() && player->getCurrentState() != L"DYING")
	{
		CollidableObject *sprite = collision->getCO1();

		if (sprite2->getPhysicalProperties()->getZ() == 1.0f) {
			
			bot = (AnimatedSprite*)sprite;
				 pp = sprite2->getPhysicalProperties();
					pp2 = sprite->getPhysicalProperties();

			sprite = collision->getCO2();
			sprite2 = collision->getCO1();
			if (sprite->getCollisionEdge() == BOTTOM_EDGE)
			{	
				bot->setCurrentState(L"DYING");
				pp2->setVelocity(0.0f, 0.0f);
				pp2->setAccelerationX(0);
				pp2->setAccelerationY(0);
				// ENEMY IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL
			}
			else if (bot->getCurrentState() != L"DYING")
			{
				if (pp->getDelay() == 0) {
					if (pp->getHP() == 10 ) {
						//lives->setCurrentState(L"TWO");
						if(deadonce == true)
						//lives->setCurrentState(L"ONE");
						player->setCurrentState(L"DYING");
						pp->setDelay(90);
						pp->setVelocity(0.0f, 0.0f);
						pp->setAccelerationX(0);
						pp->setAccelerationY(0);
						deadonce=true;
					}
					else {
						pp->setDelay(90);
						pp->setHP(pp->getHP()-10);
						SpriteManager *spriteManager = gsm->getSpriteManager();
						AnimatedSpriteType *yellowman = spriteManager->getSpriteType(3);
						player->setSpriteType(yellowman);
					}
				}

				// PLAYER IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL/RESPAWN/RESTART GAME, WHATEVER
				// THE DEMANDS OF THE GAME ARE
			}
		}
		else if(sprite->getPhysicalProperties()->getZ() == 1.0f) {
			PhysicalProperties *pp = sprite->getPhysicalProperties();
			if (sprite->getCollisionEdge() == BOTTOM_EDGE)
			{
				
				bot->setCurrentState(L"DYING");
				pp2->setVelocity(0.0f, 0.0f);
				pp2->setAccelerationX(0);
				pp2->setAccelerationY(0);
				// ENEMY IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL

			}
			else if (bot->getCurrentState() != L"DYING")
			{
				if (pp->getDelay() == 0) {
					if (pp->getHP() == 10 ) {


						//lives->setCurrentState(L"TWO");
						if(deadonce == true)
						//lives->setCurrentState(L"ONE");
						player->setCurrentState(L"DYING");
						pp->setDelay(90);
						pp->setVelocity(0.0f, 0.0f);
						pp->setAccelerationX(0);
						pp->setAccelerationY(0);
						deadonce=true;

					}
					else {
						pp->setDelay(90);
						pp->setHP(pp->getHP()-10);
						SpriteManager *spriteManager = gsm->getSpriteManager();
						AnimatedSpriteType *yellowman = spriteManager->getSpriteType(3);
						player->setSpriteType(yellowman);
					}
				}

				// PLAYER IS DEAD - WE SHOULD PLAY A DEATH ANIMATION
				// AND MARK IT FOR REMOVAL/RESPAWN/RESTART GAME, WHATEVER
				// THE DEMANDS OF THE GAME ARE
			}
		}
	}

	if (pp->getDelay() == 0) {
			SpriteManager *spriteManager = gsm->getSpriteManager();
			AnimatedSpriteType *redman = spriteManager->getSpriteType(2);
			player->setSpriteType(redman);
	}
}
Пример #26
0
/*
handleKeyEvent - this method handles all keyboard interactions. Note that every frame this method
gets called and it can respond to key interactions in any custom way. Ask the GameInput class for
key states since the last frame, which can allow us to respond to key presses, including when keys
are held down for multiple frames.
*/
void BugsKeyEventHandler::handleKeyEvents(Game *game)
{
	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	Viewport *viewport = game->getGUI()->getViewport();

	// IF THE GAME IS IN PROGRESS
	if (gsm->isGameInProgress())
	{
		if (input->isKeyDownForFirstTime(D_KEY))
		{
			viewport->toggleDebugView();
			game->getGraphics()->toggleDebugTextShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(L_KEY))
		{
			game->getGraphics()->togglePathfindingGridShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(F_KEY))
		{
			game->getGraphics()->togglePathfindingPathShouldBeRendered();
		}
		if (input->isKeyDownForFirstTime(R_KEY))
		{
			if (wcscmp(player->getCurrentState().c_str(), L"RUNNING") == 0)
				player->setCurrentState(L"WALKING");
			else if ((wcscmp(player->getCurrentState().c_str(), L"IDLE") != 0) && (wcscmp(player->getCurrentState().c_str(), L"DANCING") != 0))
				player->setCurrentState(L"RUNNING");
		}
		if (input->isKeyDownForFirstTime(Y_KEY)){
			player->setCurrentState(DYING);
		}
		if (input->isKeyDownForFirstTime(I_KEY)){
			player->setCurrentState(IDLE);
		}
		bool viewportMoved = false;
		float viewportVx = 0.0f;
		float viewportVy = 0.0f;
		float vX = pp->getVelocityX();
		float vY = pp->getVelocityY();
		if (input->isKeyDown(UP_KEY))
		{
			if (pp->getY() < (viewport->getViewportY() + 0.5f * viewport->getViewportHeight()))
				viewportVy -= MAX_PLAYER_VELOCITY;
			vY = -1 * MAX_PLAYER_VELOCITY;
			vX = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(DOWN_KEY))
		{
			if (pp->getY() > (viewport->getViewportY() + 0.5f * viewport->getViewportHeight()))
				viewportVy += MAX_PLAYER_VELOCITY;
			vY = MAX_PLAYER_VELOCITY;
			vX = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(LEFT_KEY))
		{
			if (pp->getX() < (viewport->getViewportX() + 0.5f * viewport->getViewportWidth()))
				viewportVx -= MAX_PLAYER_VELOCITY;
			vX = -1 * MAX_PLAYER_VELOCITY;
			vY = 0;
			viewportMoved = true;
		}
		else if (input->isKeyDown(RIGHT_KEY))
		{
			if (pp->getX() > (viewport->getViewportX() + 0.5f * viewport->getViewportWidth()))
			viewportVx += MAX_PLAYER_VELOCITY;
			vX = MAX_PLAYER_VELOCITY;
			vY = 0;
			viewportMoved = true;
		}
		else {
			vX = 0.0f;
			vY = 0.0f;
		}
		if (viewportMoved)
			viewport->moveViewport((int)floor(viewportVx+0.5f), (int)floor(viewportVy+0.5f), game->getGSM()->getWorld()->getWorldWidth(), game->getGSM()->getWorld()->getWorldHeight());
		pp->setVelocity(vX, vY);
	}

	// 0X43 is HEX FOR THE 'C' VIRTUAL KEY
	// THIS CHANGES THE CURSOR IMAGE
	if ((input->isKeyDownForFirstTime(C_KEY))
		&& input->isKeyDown(VK_SHIFT))
	{
		Cursor *cursor = game->getGUI()->getCursor();
		unsigned int id = cursor->getActiveCursorID();
		id++;
		if (id == cursor->getNumCursorIDs())
			id = 0;		
		cursor->setActiveCursorID(id);
	}

	// LET'S MESS WITH THE TARGET FRAME RATE IF THE USER PRESSES THE HOME OR END KEYS
	WindowsTimer *timer = (WindowsTimer*)game->getTimer();
	int fps = timer->getTargetFPS();

	// THIS SPEEDS UP OUR GAME LOOP AND THUS THE GAME, NOTE THAT WE COULD ALTERNATIVELY SCALE
	// DOWN THE GAME LOGIC (LIKE ALL VELOCITIES) AS WE SPEED UP THE GAME. THAT COULD PROVIDE
	// A BETTER PLAYER EXPERIENCE
	if (input->isKeyDown(VK_HOME) && (fps < MAX_FPS))
		timer->setTargetFPS(fps + FPS_INC);

	// THIS SLOWS DOWN OUR GAME LOOP, BUT WILL NOT GO BELOW 5 FRAMES PER SECOND
	else if (input->isKeyDown(VK_END) && (fps > MIN_FPS))
		timer->setTargetFPS(fps - FPS_INC);
}
void GroceryDashKeyEventHandler::handleKeyEvents(Game *game){


	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	TopDownSprite *player = gsm->getSpriteManager()->getPlayer();
	b2Body *playerBody = game->getGSM()->getSpriteManager()->playerBody;
	PhysicalProperties *pp = player->getPhysicalProperties();
	Viewport *viewport = game->getGUI()->getViewport();
	GroceryDashDataLoader* dataLoader = dynamic_cast<GroceryDashDataLoader*>(game->getDataLoader());

	if (!gsm->isGameInProgress()){

		if (input->isKeyDownForFirstTime(ESC_KEY)){
			if (gsm->isAtInGameHelp() == true){
				gsm->goToPauseMenu();
			}
			else{
				if (gsm->isAtSettingsScreen() == true || gsm->isAtAboutScreen() == true || gsm->isAtAchievementsScreen() == true
					|| gsm->isAtHelpScreen() == true || gsm->isAtLevelSelect() == true || gsm->isAtStatsScreen() == true){
					gsm->goToMainMenu();
				}
			}
		}

	}//BRACKET -- !isGameInProgress

	if (gsm->isAtPauseMenu()){

		if (input->isKeyDownForFirstTime(R_KEY))
		{
			gsm->goToGame();
		}
	}



	if (gsm->isGameInProgress())
	{

		if (input->isKeyDownForFirstTime(P_KEY))
		{
			gsm->goToPauseMenu();
		}

		if (input->isKeyDownForFirstTime(L_KEY))
		{
			if ( gsm->isAtItemList() == false){
				gsm->goToItemList();
			}
			else{
				gsm->goToGame();
			}
		}

		if (input->isKeyDownForFirstTime(C_KEY))
		{
			if (gsm->isAtCartScreen() == false){
				gsm->goToCartScreen();
			}
			else{
				gsm->goToGame();
			}
		}

		if (input->isKeyDownForFirstTime(M_KEY)){
			runScript(game);
		}



		// ARROW KEYS PRESSES WILL CONTROL THE PLAYER

		// THE USER MOVES VIA MOUSE BUTTON PRESSES
		if (input->isKeyDown(MOVE_LEFT_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveLeft(-PLAYER_SPEED, 0.0f);
			playerBody->ApplyForceToCenter(moveLeft, true);
			playerBody->SetTransform(playerBody->GetPosition(), (1.0f * PI));
		}
		else if (input->isKeyDown(MOVE_RIGHT_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveRight(PLAYER_SPEED, 0.0f);
			playerBody->ApplyForceToCenter(moveRight, true);
			playerBody->SetTransform(playerBody->GetPosition(), (0.0f * PI));
		}
		else if (input->isKeyDown(MOVE_UP_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveUp(0.0f, -PLAYER_SPEED);
			playerBody->ApplyForceToCenter(moveUp, true);
			playerBody->SetTransform(playerBody->GetPosition(), (1.5f * PI));
			
		}
		else if (input->isKeyDown(MOVE_DOWN_CONTROL) && gsm->isPlayerControlDisabled() == false && dataLoader->getIsPayingCashier() == false)
		{
			player->clearPath();
			b2Vec2 moveDown(0.0f, PLAYER_SPEED);
			playerBody->ApplyForceToCenter(moveDown, true);
			playerBody->SetTransform(playerBody->GetPosition(), (0.5f * PI));
		}
		else if (input->isKeyDownForFirstTime(G_KEY))
		{
			viewport->toggleDebugView();
			game->getGraphics()->toggleDebugTextShouldBeRendered();
		}
		else if (input->isKeyDownForFirstTime(H_KEY))
		{
			game->getGraphics()->toggleB2DrawDebugShouldBeRendered();
		}
		else
		{
			b2Vec2 stay(0.0f, 0.0f);
			playerBody->ApplyForceToCenter(stay, false);
		}



		if (input->isKeyDownForFirstTime(ESC_KEY) && (gsm->isPlayerAtShelf() == true || gsm->isAtItemList() == true)){
			gsm->goToGame();
		}

		if (gsm->isPlayerAtShelf() == true){

			// LEAVE THE SHELF SCREEN without TAKING ANY ITEMS
			if (input->isKeyDownForFirstTime(ESC_KEY)){
				gsm->goToGame();
			}

			int isItemTaken = false;

			if (input->isKeyDownForFirstTime(NUM_1) ^ input->isKeyDownForFirstTime(NUMPAD_1)){
				isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 1);
				runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 1, isItemTaken);
				gsm->goToGame();
			}
			else{
				if (input->isKeyDownForFirstTime(NUM_2) ^ input->isKeyDownForFirstTime(NUMPAD_2)){
					isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 2);
					runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 2, isItemTaken);
					gsm->goToGame();
				}
				else{
					if (input->isKeyDownForFirstTime(NUM_3) ^ input->isKeyDownForFirstTime(NUMPAD_3)){
						isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 3);
						runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 3, isItemTaken);
						gsm->goToGame();
					}
					else{
						if (input->isKeyDownForFirstTime(NUM_4) ^ input->isKeyDownForFirstTime(NUMPAD_4)){
							isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 4);
							runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 4, isItemTaken);
							gsm->goToGame();
						}
						else{
							if (input->isKeyDownForFirstTime(NUM_5) ^ input->isKeyDownForFirstTime(NUMPAD_5)){
								isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 5);
								runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 5, isItemTaken);
								gsm->goToGame();
							}
							else{
								if (input->isKeyDownForFirstTime(NUM_6) ^ input->isKeyDownForFirstTime(NUMPAD_6)){
									isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 6);
									runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 6, isItemTaken);
									gsm->goToGame();
								}
								else{
									if (input->isKeyDownForFirstTime(NUM_7) ^ input->isKeyDownForFirstTime(NUMPAD_7)){
										isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 7);
										runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 7, isItemTaken);
										gsm->goToGame();
									}
									else{
										if (input->isKeyDownForFirstTime(NUM_8) ^ input->isKeyDownForFirstTime(NUMPAD_8)){
											isItemTaken = dataLoader->takeItemFromShelf(game, gsm->getGameStateShelfAsNumber(), 8);
											runScript_LookUpShelfItemInfo(game, gsm->getGameStateShelfAsNumber(), 8, isItemTaken);
											gsm->goToGame();
										}
										else{
											//DO NOTHING
			}	}	}	}	}	}	}	}
		}


		bool viewportMoved = false;
		float viewportVx = 0.0f;
		float viewportVy = 0.0f;
		if (input->isKeyDown(VIEWPORT_UP_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVy -= MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_DOWN_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVy += MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_LEFT_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVx -= MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (input->isKeyDown(VIEWPORT_RIGHT_CONTROL) && gsm->isPlayerControlDisabled() == false)
		{
			viewportVx += MAX_VIEWPORT_AXIS_VELOCITY;
			viewportMoved = true;
		}
		if (!viewportMoved){
			b2Vec2 playerPos = playerBody->GetPosition();
			float playerX = playerPos.x * SCALING_FACTOR;
			float playerY = playerPos.y * SCALING_FACTOR;
			int SCREEN_WIDTH = 1024;
			int SCREEN_HEIGHT = 768;
			if (viewport->getViewportX() + (viewport->getViewportWidth() * 15 / 32) < playerX){
				viewportVx += MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportX() + (viewport->getViewportWidth() / 2) - playerX) / (SCREEN_WIDTH / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportX() + (viewport->getViewportWidth() * 17 / 32) > playerX){
				viewportVx -= MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportX() + (viewport->getViewportWidth() / 2) - playerX) / (SCREEN_WIDTH / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportY() + (viewport->getViewportHeight() * 15 / 32) < playerY){
				viewportVy += MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportY() + (viewport->getViewportHeight() / 2) - playerY) / (SCREEN_HEIGHT / 2);
				viewportMoved = true;
			}
			if (viewport->getViewportY() + (viewport->getViewportHeight() * 17 / 32) > playerY){
				viewportVy -= MAX_VIEWPORT_AXIS_VELOCITY *
					abs(viewport->getViewportY() + (viewport->getViewportHeight() / 2) - playerY) / (SCREEN_HEIGHT / 2);
				viewportMoved = true;
			}
		}
		//Viewport *viewport = game->getGUI()->getViewport();
		if (viewportMoved){
			viewport->moveViewport((int)floor(viewportVx + 0.5f), (int)floor(viewportVy + 0.5f), game->getGSM()->getWorld()->getWorldWidth(), game->getGSM()->getWorld()->getWorldHeight());
		}
		
		/***********	CHEAT CODES LISTED BELOW *******
		
		
		************************************************/

		// INCREASE TIME REMAINING
		if (input->isKeyDownForFirstTime(I_KEY)){
			runScript_TimeCheat(game, true);
		}//isIncreasingTime


		// DECREASE TIME REMAINING
		if (input->isKeyDownForFirstTime(O_KEY)){
			runScript_TimeCheat(game, false);
		}

		// INCREASE SPENDING LIMIT
		if (input->isKeyDownForFirstTime(Y_KEY)){
			if ((dataLoader->spendingLimit + MONEY_CHEAT_INCREASE) > (dataLoader->levelItemsCost * 2) + MONEY_CHEAT_INCREASE){
				dataLoader->spendingLimit = (dataLoader->levelItemsCost * 2) + MONEY_CHEAT_INCREASE;
			}
			else{
				dataLoader->spendingLimit += MONEY_CHEAT_INCREASE;
			}
			
		}//isIncreasingSpendingLimit


		// DECREASE SPENDING LIMIT
		if (input->isKeyDownForFirstTime(U_KEY)){
			if ((dataLoader->spendingLimit - MONEY_CHEAT_DECREASE) < dataLoader->levelItemsCost){
				dataLoader->spendingLimit = dataLoader->levelItemsCost;
			}
			else{
				dataLoader->spendingLimit -= MONEY_CHEAT_DECREASE;
			}
		}//isDecreasingSpendingLimit

	}// BRACKET -- if (gsm->isGameInProgress())
}
Пример #28
0
/*
	handleKeyEvent - this method handles all keyboard interactions. Note that every frame this method
	gets called and it can respond to key interactions in any custom way. Ask the GameInput class for
	key states since the last frame, which can allow us to respond to key presses, including when keys
	are held down for multiple frames.
*/
void SoSKeyEventHandler::handleKeyEvents(Game *game)
{
	// WE CAN QUERY INPUT TO SEE WHAT WAS PRESSED
	GameInput *input = game->getInput();

	// LET'S GET THE PLAYER'S PHYSICAL PROPERTIES, IN CASE WE WANT TO CHANGE THEM
	GameStateManager *gsm = game->getGSM();
	AnimatedSprite *player = gsm->getSpriteManager()->getPlayer();
	PhysicalProperties *pp = player->getPhysicalProperties();
	
	if(gsm->isAtSplashScreen())
	{
		if(input->isKeyDown(ENTER_KEY))
		{
			gsm->goToMainMenu();
		}
	}

	

	// IF THE GAME IS IN PROGRESS
	if (gsm->isGameInProgress())
	{
		// CHECK FOR WASD KEYS FOR MOVEMENT
		int incX = 0;
		int incY = 0;
		bool movingLR = false;
		bool attacking = false;

		if(!pp->isStunned())
		{
			if(input->isKeyDown(SPACE_KEY))
			{
				attacking = true;
				if(input->isKeyDownForFirstTime(SPACE_KEY))
				{
			
					player->setCurrentState(L"ATTACK_STATE");
					if(!pp->isOrientedRight())
						player->setCurrentState(L"ATTACKL_STATE");
				}
			
			}

			// WASD AND DIRECTION KEY PRESSES WILL CONTROL THE PLAYER,
			// SO WE'LL UPDATE THE PLAYER VELOCITY WHEN THESE KEYS ARE
			// PRESSED, THAT WAY PHYSICS CAN CORRECT AS NEEDED
			float vX = pp->getVelocityX();
			float vY = pp->getVelocityY();

		
			if (input->isKeyDown(A_KEY) || input->isKeyDown(LEFT_KEY))
			{
				movingLR = true;
				pp->setOrientedLeft();
				vX = -PLAYER_SPEED;
				if (vY == 0 && player->getCurrentState().compare(L"LEFT_STATE") != 0)
					player->setCurrentState(L"LEFT_STATE");
				else if(vY != 0 && player->getCurrentState().compare(L"JUMPL_STATE") != 0)
					player->setCurrentState(L"JUMPL_STATE");
			}
			if (input->isKeyDown(D_KEY) || input->isKeyDown(RIGHT_KEY))
			{
				movingLR = true;
				pp->setOrientedRight();
				vX = PLAYER_SPEED;
				if (vY == 0 && player->getCurrentState().compare(L"RIGHT_STATE") != 0)
					player->setCurrentState(L"RIGHT_STATE");
				else if(vY != 0 && player->getCurrentState().compare(L"JUMP_STATE") != 0)
					player->setCurrentState(L"JUMP_STATE");
			}
			/*if (input->isKeyDown(S_KEY) || input->isKeyDown(DOWN_KEY))
			{
				vY = PLAYER_SPEED;
			}*/
			if (input->isKeyDown(W_KEY) || input->isKeyDown(UP_KEY))
			{
			

				if ((input->isKeyDownForFirstTime(W_KEY) || input->isKeyDownForFirstTime(UP_KEY))
					&& pp->hasDoubleJumped() == false)
				{
					if(pp->hasJumped() == true)
						pp->setDoubleJumped(true);
					pp->setJumped(true);

					vY = -PLAYER_SPEED;
					player->setCurrentState(L"JUMP_STATE");
					if(vX < 0)
						player->setCurrentState(L"JUMPL_STATE");
				}
			}	

			if(!movingLR)
			{
				vX = 0;
			}

			if(vY == 0 && vX == 0 && !attacking && 
				player->getCurrentState().compare(L"IDLE_STATE") != 0 && player->getCurrentState().compare(L"IDLEL_STATE") != 0 )
			{
				player->setCurrentState(L"IDLE_STATE");
				if(!pp->isOrientedRight())
					player->setCurrentState(L"IDLEL_STATE");
			}
		
			// NOW SET THE ACTUAL VELOCITY
			Physics *physics = gsm->getPhysics();
			pp->setVelocitySafely(physics, vX, vY);

		}
		// NOTE THAT THE VIEWPORT SHOULD FOLLOW THE PLAYER, AND SO SHOULD BE CORRECTED AFTER PHYSICS
		// ARE APPLIED. I HAVE PROVIDED A SIMPLE WAY OF DOING SO, WHICH SHOULD BE IMPROVED, DEPENDING
		// ON THE GAME'S NEED



		if(input->isKeyDownForFirstTime(TAB_KEY))
		{
			gsm->goToPaused();
		}

	}

	else if(gsm->isGamePaused() && input->isKeyDownForFirstTime(TAB_KEY))
	{
		gsm->goToGame();
	}

	// 0X43 is HEX FOR THE 'C' VIRTUAL KEY
	// THIS CHANGES THE CURSOR IMAGE
	if ((input->isKeyDownForFirstTime(C_KEY))
		&& input->isKeyDown(VK_SHIFT))
	{
		Cursor *cursor = game->getGUI()->getCursor();
		unsigned int id = cursor->getActiveCursorID();
		id++;
		if (id == cursor->getNumCursorIDs())
			id = 0;		
		cursor->setActiveCursorID(id);
	}

	// LET'S MESS WITH THE TARGET FRAME RATE IF THE USER PRESSES THE HOME OR END KEYS
	WindowsTimer *timer = (WindowsTimer*)game->getTimer();
	int fps = timer->getTargetFPS();

	// THIS SPEEDS UP OUR GAME LOOP AND THUS THE GAME, NOTE THAT WE COULD ALTERNATIVELY SCALE
	// DOWN THE GAME LOGIC (LIKE ALL VELOCITIES) AS WE SPEED UP THE GAME. THAT COULD PROVIDE
	// A BETTER PLAYER EXPERIENCE
	if (input->isKeyDown(VK_HOME) && (fps < MAX_FPS))
		timer->setTargetFPS(fps + FPS_INC);

	// THIS SLOWS DOWN OUR GAME LOOP, BUT WILL NOT GO BELOW 5 FRAMES PER SECOND
	else if (input->isKeyDown(VK_END) && (fps > MIN_FPS))
		timer->setTargetFPS(fps - FPS_INC);
}
Пример #29
0
/*
This is where all game physics starts each frame. It is called each frame 
by the game statem manager after player input and AI have been processed. It
updates the physical state of all dynamic objects in the game and
moves all objects to their end of frame positions, updates all necessary
object velocities, and calls all collision event handlers.
*/
void Physics::update(Game *game)
{
	// WE'LL USE A CONTINUOUS COLLISION SYSTEM TO ENSURE TEMPORAL 
	// COHERENCE, WHICH MEANS WE'LL MAKE SURE COLLISIONS ARE RESOLVED
	// IN THE ORDER WITH WHICH THEY HAPPEN. WE DON'T WANT GAME EVENTS
	// TO APPEAR TO HAPPEN IN THE WRONG ORDER. WE'LL TRY TO MAKE IT
	// A LITTLE MORE EFFICIENT BY EMPLOYING A VARIATION ON THE
	// SWEEP AND PRUNE ALGORITHM FOR DYNAMIC-DYNAMIC OBJECT COLLISIONS

	// IN CASE WE'RE DOING THE ONE UPDATE STEP AT A TIME
	// THIS MAKES SURE THE UPDATE DOESN'T GET CALLED AGAIN
	// NEXT FRAME WITHOUT THE USER EXPLICITY REQUESTING IT
	// BY PRESSING THE 'T' KEY (for Time sTep)
	activatedForSingleUpdate = false;

	// WE'LL NEED THE WORLD TO ACCESS THE SPRITES AND WORLD LAYERS
	GameStateManager *gsm = game->getGSM();
	World *world = gsm->getWorld();

	// NOTE THAT WE MAKE SURE THE activeCollisions VECTOR IS
	// EMPTIED BEFORE THIS METHOD EXITS, SO WE CAN ASSUME
	// IT'S EMPTY NOW. activeCollisions CONTAINS ALL THE COLLISIONS
	// EMPTIED BEFORE THIS METHOD EXITS, SO WE CAN ASSUME
	// IT'S EMPTY NOW. activeCollisions CONTAINS ALL THE COLLISIONS
	// DETECTED SO FAR THIS FRAME. THESE ARE THE THINGS WE MUST
	// RESOLVE.

	// START THE CLOCK AT 0, THAT MEANS 0% OF THE WAY THROUGH THE FRAME.
	// NOTE THAT TIME 0 IS THE MOST DANGEROUS TIME FOR DETECTING COLLISIONS
	// BECAUSE THEY CAN BE EASILY OVERLOOKED. THE SAME FOR SIMULTANEOUS 
	// COLLISIONS. TO MINIMIZE RIGID BODY PENETRATION, SUCH CIRCUMSTANCES
	// ARE TYPICALLY HANDLED AS SPECIAL CASES
	currentCollisionTime = 0.0f;

	// FIRST WE NEED TO DO COLLISION TESTING PREP WORK FOR SPRITES
	// APPLY ACCELERATION AND GRAVITY TO VELOCITY
	// INIT TILE COLLISION INFO
	// SET ON TILE LAST FRAME USING ON TILE THIS FRAME
	// SET ON TILE THIS FRAME TO FALSE	
	// GET COLLISIONS WITH ALL TILES TO HAPPEN DURING THIS FRAME
	// PUT THESE COLLISIONS INTO A SORTABLE DATA STRUCTURE
	// INIT SPRITE'S SWEPT SHAPE INFO

	// FOR ALL SPRITES, INCLUDING THE BOTS AND PLAYER
	vector<CollidableObject*>::iterator spritesIt = sortedSweptShapes[LEFT_EDGE]->begin();
	while (spritesIt != sortedSweptShapes[LEFT_EDGE]->end())
	{
		CollidableObject *sprite = (*spritesIt);
		prepSpriteForCollisionTesting(world, sprite);
		getAllTileCollisionsForAGivenSprite(world, sprite, 1.0f);
		spritesIt++;
	}

	// PREPARE FOR SPRITE-SPRITE COLLISION TESTING

	// SWEEP AND PRUNE DATA STRUCTURES PREP WORK
	// SORT S_AND_P VECTOR SORTED BY START X OF SWEPT SHAPE
	// SORT S_AND_P VECTOR SORTED BY END X OF SWEPT SHAPE
	// WE DON'T NEED THE Y-AXIS SORTED, BUT WOULD IF THIS
	// WERE A 3D SYSTEM TO SAVE ON COMPARISONS.

	// WE'RE USING C++'s STL sort METHOD AND ARE PROVIDING
	// A CUSTOM MEANS FOR COMPARISON
	sort(sortedSweptShapes[LEFT_EDGE]->begin(),		sortedSweptShapes[LEFT_EDGE]->end(),	SweptShapesComparitorByLeft());
	sort(sortedSweptShapes[RIGHT_EDGE]->begin(),	sortedSweptShapes[RIGHT_EDGE]->end(),	SweptShapesComparitorByRight());

	// RECORD SORTED POSITIONS WITH EACH SPRITE. THEY NEED TO KNOW WHERE
	// THEY ARE IN THOSE DATA STRUCTURES SUCH THAT WE CAN JUMP INTO
	// THOSE DATA STRUCTURES TO TEST COLLISIONS WITH NEIGHBORS
	updateSweptShapeIndices();

	// YOU'LL NEED TO TEST FOR SPRITE-TO-SPRITE COLLISIONS HERE

	// *** LOOP STARTS HERE. WE'LL DO THIS UNTIL THERE ARE NO
	// MORE COLLISIONS TO RESOLVE FOR THIS FRAME
	while (activeCollisions.size() > 0)
	{
		// SORT COLLISION OBJECTS BY TIME OF COLLISION
		// NOTE THAT I'M JUST EMPLOYING THE STL'S List
		// CLASS' SORT METHOD BY PROVIDING MY OWN
		// MEANS FOR COMPARING Collision OBJECTS
		activeCollisions.sort(CollisionComparitor());

		// GET FIRST COLLISION - NOTE THAT WE HAVE THE COLLISIONS SORTED
		// IN DESCENDING ORDER, SO TO TAKE THE EARLIEST ONE, WE REMOVE IT
		// FOM THE BACK OF THE SORTED LIST
		Collision *earliestCollision = activeCollisions.back();
		activeCollisions.pop_back();
		float collisionTime = earliestCollision->getTimeOfCollision();

		// MOVE ALL SPRITES UP TO TIME OF FIRST COLLISION USING
		// APPROPRIATELY SCALED VELOCITIES
		moveAllSpritesUpToBufferedTimeOfCollision(earliestCollision);

		// AND ADVANCE COLLISION TIME
		currentCollisionTime = collisionTime;

		// AND UPDATE THE VELOCITIES OF THE SPRITE(S) INVOLVED IN THE COLLISION
		performCollisionResponse(earliestCollision);

		// EXECUTE COLLISION EVENT CODE
		// TEST TO SEE TYPES OF OBJECTS AND APPROPRIATE RESPONSE
		// ACCORDING TO CUSTOMIZED COLLISION EVENT HANDLER
		collisionListener->respondToCollision(game, earliestCollision);

		// FOR THE TWO OBJECTS INVOLVED IN THE COLLISION
		// REMOVE ALL OTHER COLLISIONS INVOLVING THEM
		// SINCE THEY ARE NOW OBSOLETE. THE REASON BEING
		// THE OBJECT COLLISION NOW LIKELY HAS A 
		// DIFFERENT VECTOR
		// UPDATE THEIR SWEPT SHAPES
		// TEST THEM AGAINST TILES AGAIN
		CollidableObject *co1 = earliestCollision->getCO1();
		CollidableObject *co2 = earliestCollision->getCO2();
		removeActiveCOCollisions(co1);
		co1->updateSweptShape(1.0f - currentCollisionTime);
		getAllTileCollisionsForAGivenSprite(world, co1, 1.0f - currentCollisionTime);

		// ONLY DO IT FOR THE SECOND ONE IF IT'S NOT A TILE
		if (!earliestCollision->isCollisionWithTile())
		{
			removeActiveCOCollisions(co2);
			co2->updateSweptShape(1.0f - currentCollisionTime);
			getAllTileCollisionsForAGivenSprite(world, co2, 1.0f - currentCollisionTime);
		}
		else
		{
			spriteToTileCollisionsThisFrame[co1].insert(earliestCollision->getTile());
			recycledCollidableObjectsList.push_back(co2);
		}

		// NOW WE NEED TO SEE IF THE SPRITES INVOLVED IN THE JUST
		// RESOLVED COLLISION ARE GOING TO BE INVOLVED IN ANY MORE
		// WITH OTHER SPRITES BUT WE DON'T WANT TO CHECK ALL OF THEM,
		// WE ONLY WANT TO CHECK NEIGHBORS, BUT FIRST WE HAVE TO
		// MAKE SURE THE SPRITE(S) THAT WE JUST RESOLVED ARE IN THEIR
		// PROPER SWEPT SHAPE LOCATIONS WITHOUT HAVING TO RESORT EVERTYHING

		// IF IT WAS ONLY ONE SPRITE WITH A TILE THIS IS EASY TO DO
		if (earliestCollision->isCollisionWithTile())
		{
			reorderCollidableObject(co1);
		}
		// YOU'LL HAVE TO WORRY ABOUT REORDERING STUFF FOR COLLISIONS
		// BETWEEN TWO SPRITES

		// NOW TEST NEIGHBORS OF SPRITES INVOLVED IN RESOLVED COLLISION
		// AGAINST NEIGHBORS IN SWEPT SHAPE DATA STRUCTURES. YOU'LL HAVE
		// TO FIGURE OUT HOW TO DO THIS AND HOW TO RESOLVE SUCH COLLISIONS

		// RECYCLE THE COLLISION SINCE WE'RE NOW DONE WITH IT
		recycledCollisions.push_back(earliestCollision);
	}

	// APPLY THE REMAINING TIME TO MOVE THE SPRITES. NOTE THAT
	// THIS IS ACTUALLY A VERY RISKY, TRICKY STEP BECAUSE IT COULD
	// MOVE OBJECTS ALMOST TO THE POINT OF COLLISION, WHICH MAY THEN
	// BE DETECTED ALMOST AT TIME 0 NEXT FRAME. THERE ARE OTHER TRICKY
	// ISSUES RELATED TO OUR BUFFER AS WELL, SO WE CHEAT A LITTLE HERE
	// AND SCALE THE TIME REMAINING DOWN A LITTE
	if (currentCollisionTime < 1.0f)
		moveAllSpritesToEndOfFrame();

	// INIT TILE COLLISION INFO
	// SET ON TILE LAST FRAME USING ON TILE THIS FRAME
	// SET ON TILE THIS FRAME TO FALSE
	spritesIt = sortedSweptShapes[LEFT_EDGE]->begin();
	while (spritesIt != sortedSweptShapes[LEFT_EDGE]->end())
	{
		CollidableObject *sprite = (*spritesIt);
		sprite->advanceOnTileStatus();
		spritesIt++;
	}
//	while(!colliding){
	for (b2Contact* contact = game->getbworld()->GetContactList(); contact; contact = contact->GetNext()) {
		b2Body* a = contact->GetFixtureA()->GetBody(); 
		b2Body* b = contact->GetFixtureB()->GetBody();

		AnimatedSprite* c = (AnimatedSprite*) a->GetUserData(); 
		AnimatedSprite* d = (AnimatedSprite*) b->GetUserData();

		unsigned int x = c->getSpriteType()->getSpriteTypeID(); 
		unsigned int y = d->getSpriteType()->getSpriteTypeID();
		
		switch(x){
		case 0: // player 
			break;
		case 1: // 
			break;
		case 2:
			GarbageMon *e; 
			e= (GarbageMon*)c;
			//co.remove(e);
			//game->getbworld()->DestroyBody(e->getBody());
			//e->collisionResponse(game);
			break;
		case 4:
			//Trash *f = (Trash*)c;
			//f->collisionResponse(game);
			break;
		}
		
		switch(y){
		//	if (x == 0) {
				case 0: // player 
					break;
				case 1: // 
					break;
				case 2:
		//			colliding = true;
					GarbageMon *g;
					g= (GarbageMon*)d;
					co.push_back(g);
					co.remove(g);
					//g->setCurrentState(L"DYING");
					g->getPhysicalProperties()->setPosition(9999.9f, 9999.9f);
					game->playExplosion();
					//wstring s = c->getCurrentState();
					g->getBody()->ApplyLinearImpulse(b2Vec2(99999.9f, 0.0f), g->getBody()->GetPosition(), true);
					//game->getbworld()->DestroyBody(g->getBody());
					//g->getBody()->DestroyFixture(g->getBody()->GetFixtureList());
					//g->getBody()->GetWorld()->DestroyBody(g->getBody());
					g->collisionResponse(game);
					//colliding = false;
					break;
				case 5:
					Trash *h = (Trash*)d;
					co.remove(h);
					//h->collisionResponse(game);
					break;
			}
		}
	//}
	//}
	//update sprites according to box2d thingies
	list<CollidableObject*>::iterator i = co.begin();

	while (i != co.end()) {
		CollidableObject* c = *i;

		PhysicalProperties* p = c->getPhysicalProperties();
		p->setX(c->getBody()->GetPosition().x * pikachu);
		p->setY(c->getBody()->GetPosition().y * pikachu);

		i++;
	}

	float32 time = 1.0f/1.25f;
	int32 vel = 8;
	int32 pos = 3;
	game->getbworld()->Step (time, vel, pos);

	for (b2Contact* contact = game->getbworld()->GetContactList(); contact; contact = contact->GetNext()) {
		b2Fixture* a = contact->GetFixtureA();
		b2Fixture* b = contact->GetFixtureB();
		AnimatedSprite* a2 = (AnimatedSprite*) a->GetBody()->GetUserData();
		AnimatedSprite* b2 = (AnimatedSprite*) b->GetBody()->GetUserData();
		if(a2->getSpriteType()->getSpriteTypeID() == 0 && b2->getSpriteType()->getSpriteTypeID() == 2){
			b->GetBody()->ApplyLinearImpulse(a->GetBody()->GetWorldVector(b2Vec2(0,-2)), b->GetBody()->GetPosition(), true);
			b->GetBody()->SetLinearVelocity(b2Vec2 (0,0));
			SpriteManager *sm = game->getGSM()->getSpriteManager();
			int health = (int) _wtoi(sm->getHealthBar()->getCurrentState().c_str());
			if (health <= 10){
				// WHEN PLAYER RUNS OUT OF HEALTH, SKIP TO NEXT DAY
				// PENALTY LIES IN THE PLAYER NOT ACHIEVING THE DAY'S GOALS
				// AND HAVE TO SUFFER INCREASE IN POLLUTION BAR
				sm->getHealthBar()->setCurrentState(to_wstring(100));
			}
			else{
				//OutputDebugStringW(L"HI");
				sm->getHealthBar()->setCurrentState(to_wstring(health - 10));
			}
		}

		//contact->GetFixtureB()->GetBody()->DestroyFixture(a);
	}

	// WE'RE NOT GOING TO ALLOW MULTIPLE COLLISIONS TO HAPPEN IN A FRAME
	// BETWEEN THE SAME TWO OBJECTS
	spriteToTileCollisionsThisFrame.clear();
}
Пример #30
0
void renderDMXNote(int player, struct ARROW n, int y)
{
	int x = getColumnOffsetX_DMX(n.columns[0]);
	int leftX = getColumnOffsetX_DMX(0);
	int rightX = getColumnOffsetX_DMX(3) + 34-1;
	if ( gs.isDoubles || (gs.isVersus && player == 1) || gs.player[0].centerRight )
	{
		rightX = getColumnOffsetX_DMX(7) + 34-1;
		if ( (gs.isVersus && player == 1) || gs.player[0].centerRight )
		{
			leftX = getColumnOffsetX_DMX(4);
		}
	}
	if ( gs.isSingles() && gs.player[0].isCenter() )
	{
		leftX = getColumnOffsetX_DMX(1);
		rightX = getColumnOffsetX_DMX(6) +34-1;
	}

	// implement reverse - the stepzone will take care of itself, this is just the notes
	int originalY = y;
	if ( gs.player[player].reverseModifier != 0 )
	{
		y = DMX_STEP_ZONE_REV_Y - y;
	}

	switch ( n.type )
	{
	case TAP:
		renderDMXArrow(player, n.columns[0], 0, n.judgement, x-2, gs.player[player].isColumnReversed(n.columns[0]) ? y+40 : originalY);
		//renderWhiteNumber(n.timing, getColumnOffsetX_DMX(0)-64, gs.player[player].isColumnReversed(n.columns[0]) ? y+40 : originalY);
		break;
	case JUMP:
		for ( int i = 0; i < 4; i++ )
		{
			if ( n.columns[i] != -1 )
			{
				x = getColumnOffsetX_DMX(n.columns[i]);
				renderDMXArrow(player, n.columns[i], 0, n.judgement, x-2, gs.player[player].isColumnReversed(n.columns[i]) ? y+40 : originalY);
			}
			//renderWhiteNumber(n.timing, getColumnOffsetX_DMX(0)-64, gs.player[player].isColumnReversed(n.columns[0]) ? y+40 : originalY);
		}
		break;
	//case HOLD_START:
	//case HOLD_END:
		//break; // intentionally do nothing
	case SHOCK:
		break; // intentionally do nothing
	case NEW_SECTION:
		break;
	case END_SONG:
		//renderEndSongMarker(leftX, rightX, (gs.player[player].reverseModifier != 0 ? y+74 : y));
		break;
	case BPM_CHANGE:
		if ( ABS(n.color - gs.player[player].scrollRate) >= 5 && n.timing > 0 )
		{
			renderBPMMarker(leftX, rightX, (gs.player[player].reverseModifier != 0 ? y+74 : y), n.color);
		}
		break;
	case SCROLL_STOP:
		renderTempoStopMarker(leftX, rightX, (gs.player[player].reverseModifier != 0 ? y+74 : y), n.color);
		break;
	}
}