412 lines
10 KiB
C++
412 lines
10 KiB
C++
|
#include "OGLFT.h"
|
||
|
|
||
|
#include <GL/gl.h>
|
||
|
#include <GL/glu.h>
|
||
|
|
||
|
#include "DrawingsGL.h"
|
||
|
|
||
|
#include "OverlayBase.h"
|
||
|
#include "UserInterface.h"
|
||
|
#include "Model.h"
|
||
|
#include "View.h"
|
||
|
#include "Sprite.h"
|
||
|
#include "ShipEntity.h"
|
||
|
|
||
|
#include "Engine.h"
|
||
|
#include "Game.h"
|
||
|
|
||
|
namespace asteroids {
|
||
|
|
||
|
// static float left = 0;
|
||
|
static float right = 0;
|
||
|
// static float top = 0;
|
||
|
static float bottom = 0;
|
||
|
|
||
|
void MainMenuOverlay::Init () {
|
||
|
// setup of the HUD font
|
||
|
GetView()->LoadFont ("AldotheApache.ttf", 20);
|
||
|
GetView()->SelectFont ("AldotheApache.ttf");
|
||
|
GetView()->SetFontJustification (Engine::FontJustificationRight);
|
||
|
}
|
||
|
|
||
|
bool MainMenuOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_ESCAPE:
|
||
|
Engine::RunCommand ("quit");
|
||
|
return true;
|
||
|
case SDLK_RETURN:
|
||
|
GetModel()->SetGameState(GameStateRunning);
|
||
|
return true;
|
||
|
default:
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MainMenuOverlay::Draw () {
|
||
|
glClearColor (0.1, 0.1, 0.1, 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
GetView()->SelectFont("console.ttf");
|
||
|
|
||
|
// then we do the drawings
|
||
|
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 64, "A s t e r o i d s");
|
||
|
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Start Game");
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Escape] - Quit");
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**********************
|
||
|
*
|
||
|
* Game Running
|
||
|
*
|
||
|
**********************/
|
||
|
|
||
|
void GameRunningOverlay::Init () {
|
||
|
if (!mShipSprite.LoadFromPNG("./data/textures/ship.png"))
|
||
|
Engine::LogError ("Could not load ship sprite!");
|
||
|
|
||
|
// setup of the HUD font
|
||
|
GetView()->LoadFont ("AldotheApache.ttf", 20);
|
||
|
GetView()->SelectFont ("AldotheApache.ttf");
|
||
|
GetView()->SetFontJustification (Engine::FontJustificationRight);
|
||
|
|
||
|
assert (mShipSprite.GetWidth() > 1);
|
||
|
mShipSprite.SetScale (0.1);
|
||
|
}
|
||
|
|
||
|
bool GameRunningOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_ESCAPE:
|
||
|
GetModel()->SetGameState(GameStatePaused);
|
||
|
return true;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void GameRunningOverlay::Draw () {
|
||
|
glClearColor (0., 0., 0., 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// then we do the drawings
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
GetView()->SelectFont ("AldotheApache.ttf");
|
||
|
|
||
|
std::ostringstream out_stream;
|
||
|
out_stream << GetModel()->GetPlayerLives() << " x ";
|
||
|
GetView()->DrawGLString (right - 64, bottom - 20, out_stream.str().c_str());
|
||
|
|
||
|
mShipSprite.DrawAt2D (right - 32 - 10, bottom - 16);
|
||
|
|
||
|
out_stream.str("");
|
||
|
out_stream << GetModel()->GetPoints();
|
||
|
GetView()->DrawGLString (right - 10, 40, out_stream.str().c_str());
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**********************
|
||
|
*
|
||
|
* Game Over
|
||
|
*
|
||
|
**********************/
|
||
|
|
||
|
void GameOverOverlay::Init () {
|
||
|
}
|
||
|
|
||
|
bool GameOverOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_ESCAPE:
|
||
|
GetModel()->SetGameState(GameStateMainMenu);
|
||
|
break;
|
||
|
case SDLK_RETURN:
|
||
|
GetModel()->SetGameState(GameStateMainMenu);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void GameOverOverlay::Draw () {
|
||
|
glClearColor (0., 0., 0., 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
GetView()->SelectFont("console.ttf");
|
||
|
|
||
|
// then we do the drawings
|
||
|
std::ostringstream topbar_stream;
|
||
|
|
||
|
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 - 8 - 64, "G a m e O v e r");
|
||
|
|
||
|
if (GetModel()->GetPlayerLives() == 0) {
|
||
|
topbar_stream << "That was pathetic! ";
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, topbar_stream.str().c_str ());
|
||
|
} else {
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 32, "You earned yourself the");
|
||
|
Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 + 0, "You Rock(TM) award.");
|
||
|
Engine::DrawGLString ( right * 0.5 - 70, bottom * 0.5 + 32, "Go tell your friends.");
|
||
|
}
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**********************
|
||
|
*
|
||
|
* Level Complete
|
||
|
*
|
||
|
**********************/
|
||
|
|
||
|
void LevelCompleteOverlay::Init () {
|
||
|
}
|
||
|
|
||
|
bool LevelCompleteOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_RETURN:
|
||
|
GetModel()->SetGameState(GameStateRunning);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void LevelCompleteOverlay::Draw () {
|
||
|
glClearColor (0., 0., 0., 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
GetView()->SelectFont("console.ttf");
|
||
|
|
||
|
// then we do the drawings
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "Congratulations - You rock!");
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Return] - Next level ...");
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**********************
|
||
|
*
|
||
|
* Game Paused
|
||
|
*
|
||
|
**********************/
|
||
|
|
||
|
void GamePausedOverlay::Init () {
|
||
|
}
|
||
|
|
||
|
bool GamePausedOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_ESCAPE:
|
||
|
Engine::RunCommand ("quit");
|
||
|
return true;
|
||
|
case SDLK_RETURN:
|
||
|
GetModel()->SetGameState(GameStateRunning);
|
||
|
return true;
|
||
|
default:
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void GamePausedOverlay::Draw () {
|
||
|
glClearColor (0.1, 0.1, 0.1, 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
GetView()->SelectFont("console.ttf");
|
||
|
|
||
|
// then we do the drawings
|
||
|
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 64, "A s t e r o i d s");
|
||
|
Engine::DrawGLString ( right * 0.5 - 100, bottom * 0.5 - 8 - 32, "Main Menu");
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Resume Game");
|
||
|
Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, "[Escape] - Quit");
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**********************
|
||
|
*
|
||
|
* Player Died
|
||
|
*
|
||
|
**********************/
|
||
|
|
||
|
void PlayerDiedOverlay::Init () {
|
||
|
}
|
||
|
|
||
|
bool PlayerDiedOverlay::OnKeyDown (const SDL_keysym &keysym) {
|
||
|
switch (keysym.sym) {
|
||
|
case SDLK_RETURN:
|
||
|
GetModel()->SetGameState(GameStateRunning);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void PlayerDiedOverlay::Draw () {
|
||
|
glClearColor (0., 0., 0., 1.);
|
||
|
|
||
|
right = static_cast<float> (Engine::GetWindowWidth());
|
||
|
bottom = static_cast<float> (Engine::GetWindowHeight());
|
||
|
|
||
|
// we switch to orthographic projection and draw the contents of the 2d
|
||
|
// overlay on top of the previous drawings
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
// first we have to get the size of the current viewport to set up the
|
||
|
// orthographic projection correctly
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
gluOrtho2D (viewport[0], viewport[2], viewport[3], viewport[1]);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPushMatrix ();
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
GetView()->SelectFont("console.ttf");
|
||
|
|
||
|
// then we do the drawings
|
||
|
std::ostringstream topbar_stream;
|
||
|
topbar_stream << "You died ...";
|
||
|
Engine::DrawGLString ( right * 0.5 - 40, bottom * 0.5 - 8 - 32, topbar_stream.str().c_str ());
|
||
|
|
||
|
Engine::DrawGLString ( right * 0.5 - 90, bottom * 0.5 + 8, "Press [Return] to continue.");
|
||
|
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix ();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
};
|
||
|
|
||
|
}
|