intermediate commit: restructuring view states
This commit is contained in:
@@ -19,16 +19,24 @@ BEGIN_ENUM(GameEntityType)
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}
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END_ENUM(GameEntityType)
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BEGIN_ENUM(ViewState)
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{
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DECL_ENUM_ELEMENT(ViewStateMainMenu),
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DECL_ENUM_ELEMENT(ViewStateGameRunning),
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DECL_ENUM_ELEMENT(ViewStatePaused),
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DECL_ENUM_ELEMENT(ViewStatePlayerDied),
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DECL_ENUM_ELEMENT(ViewStateLevelComplete),
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DECL_ENUM_ELEMENT(ViewStateShowHighscore),
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DECL_ENUM_ELEMENT(ViewStateEnterPlayername),
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DECL_ENUM_ELEMENT(ViewStateOptions),
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DECL_ENUM_ELEMENT(ViewStateGameOver)
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}
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END_ENUM(ViewState)
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BEGIN_ENUM(GameState)
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{
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DECL_ENUM_ELEMENT(GameStateMainMenu),
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DECL_ENUM_ELEMENT(GameStateRunning),
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DECL_ENUM_ELEMENT(GameStatePaused),
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DECL_ENUM_ELEMENT(GameStatePlayerDied),
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DECL_ENUM_ELEMENT(GameStateLevelComplete),
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DECL_ENUM_ELEMENT(GameStateShowHighscore),
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DECL_ENUM_ELEMENT(GameStateEnterPlayername),
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DECL_ENUM_ELEMENT(GameStateGameOver)
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}
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END_ENUM(GameState)
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+31
-34
@@ -27,8 +27,8 @@ int Model::OnInit (int argc, char* argv[]) {
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ModelInstance = this;
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mGameState = GameStateMainMenu;
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mLastGameState = GameStateMainMenu;
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mGameState = GameStatePaused;
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mLastGameState = GameStatePaused;
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/// \TODO use <optional> or similar for initialization of mCurrentLevelIndex
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mCurrentLevelIndex = 99999;
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@@ -62,6 +62,7 @@ int Model::OnInit (int argc, char* argv[]) {
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// initialize event handlers and register them
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Engine::RegisterListener (this, EventLevelComplete);
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Engine::RegisterListener (this, EventGameOver);
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Engine::RegisterListener (this, EventShipExplode);
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mPlayerName = "Player";
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@@ -84,6 +85,9 @@ bool Model::OnReceiveEvent (const Engine::EventBasePtr &event) {
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case EventLevelComplete:
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return OnLevelComplete();
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break;
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case EventShipExplode:
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OnShipExplode();
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break;
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case EventGameOver:
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return OnGameOver();
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break;
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@@ -110,36 +114,6 @@ void Model::Process () {
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// some action.
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Engine::LogDebug ("Switching from %s->%s", GetStringGameState(mLastGameState), GetStringGameState(mGameState));
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if ( (mLastGameState == GameStateMainMenu && mGameState == GameStateRunning)
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|| (mLastGameState == GameStateEnterPlayername && mGameState == GameStateRunning)){
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OnNewGame();
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}
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else if (mLastGameState == GameStateRunning && mGameState == GameStatePlayerDied) {
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mPlayerLives --;
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ClearEntities();
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if (mPlayerLives == 0) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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}
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}
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else if (mLastGameState == GameStateLevelComplete && mGameState == GameStateRunning) {
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mCurrentLevelIndex++;
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if (mCurrentLevelIndex == mLevelList.size()) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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}
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else if (mLastGameState == GameStatePlayerDied && mGameState == GameStateRunning)
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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else if (mLastGameState == GameStateRunning && mGameState == GameStateGameOver)
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ClearEntities();
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// ... and we have to set the last game state to the current gamestate
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// otherwise we end up in an infinite loop of performing the switching
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// action.
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@@ -391,24 +365,31 @@ void Model::SetGameState (const unsigned int &state) {
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bool Model::OnLevelComplete() {
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Engine::LogMessage ("Level complete!");
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mCurrentLevelIndex++;
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if (mCurrentLevelIndex + 1 == mLevelList.size()) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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SetGameState (GameStateLevelComplete);
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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SetGameState(GameStatePaused);
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return true;
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}
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bool Model::OnGameOver() {
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ClearEntities();
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Engine::LogMessage ("Points = %d lowest = %d", mPoints, mHighscoreList.back().points );
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if (mPoints > mHighscoreList.back().points) {
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Engine::LogMessage ("New Highscore!");
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AddHighscoreEntry (mPlayerName, mPoints);
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}
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SetGameState(GameStateGameOver);
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SetGameState(GameStatePaused);
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return false;
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};
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@@ -421,6 +402,22 @@ void Model::OnNewGame() {
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DoLoadLevel (mLevelList[mCurrentLevelIndex].c_str());
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}
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void Model::OnShipExplode () {
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mPlayerLives --;
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ClearEntities();
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if (mPlayerLives == 0) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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SetGameState(GameStatePaused);
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}
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void Model::OnCreateEntity (const int type, const unsigned int id) {
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GameEntityType entity_type = (GameEntityType) type;
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@@ -16,6 +16,7 @@ class Model : public Engine::ModelBase {
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bool OnGameOver();
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/** \brief Resets values from a previous game */
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void OnNewGame ();
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void OnShipExplode ();
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virtual void SetGameState (const unsigned int &state);
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@@ -26,7 +26,7 @@ void ShipEntity::Update (float delta_sec) {
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if (mFadeTimer <= 0.) {
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Model *model = (Model*) Engine::EngineGetModel();
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model->SetGameState (GameStatePlayerDied);
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model->SetGameState (GameStatePaused);
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}
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return;
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}
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+76
-24
@@ -72,6 +72,8 @@ int View::OnInit (int argc, char* argv[]) {
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Engine::RegisterListener (this, EventAccelerateStop);
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Engine::RegisterListener (this, EventShipExplode);
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PushViewState (ViewStateMainMenu);
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return 0;
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}
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@@ -355,34 +357,42 @@ void View::DrawUi () {
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SetFontJustification (Engine::FontJustificationLeft);
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GetController()->EnableTextinput(true);
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switch (game_state) {
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case GameStateMainMenu:
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ViewState current_view_state = GetViewState();
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SelectFont ("console.ttf size=12");
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Engine::GUI::Label (99999, GetStringViewState(current_view_state), 8, 16);
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switch (current_view_state) {
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case ViewStateMainMenu:
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DrawUiMainMenu();
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break;
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case GameStateRunning:
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case ViewStateGameRunning:
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DrawUiGameRunning();
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break;
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case GameStatePaused:
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case ViewStatePaused:
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DrawUiGamePaused();
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break;
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case GameStatePlayerDied:
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case ViewStatePlayerDied:
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DrawUiPlayerDied();
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break;
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case GameStateLevelComplete:
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case ViewStateLevelComplete:
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DrawUiLevelComplete();
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break;
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case GameStateShowHighscore:
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case ViewStateShowHighscore:
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DrawUiHighscore();
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break;
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case GameStateEnterPlayername:
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case ViewStateOptions:
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DrawUiOptions();
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break;
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case ViewStateEnterPlayername:
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DrawUiEnterPlayername();
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break;
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case GameStateGameOver:
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case ViewStateGameOver:
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DrawUiGameOver();
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break;
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default:
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Engine::LogWarning ("Trying to draw unknown GameState: %s (%d)",
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GetStringGameState (game_state), game_state);
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Engine::LogWarning ("Trying to draw unknown ViewState: %s (%d)",
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GetStringViewState (game_state), game_state);
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break;
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}
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@@ -412,14 +422,18 @@ void View::DrawUiMainMenu() {
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SelectFont("console.ttf size=23");
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if (Engine::GUI::Button (1, "New Game", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateEnterPlayername);
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PushViewState(ViewStateEnterPlayername);
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}
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if (Engine::GUI::Button (2, "Highscores", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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if (Engine::GUI::Button (2, "Options", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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PushViewState (ViewStateOptions);
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}
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, button_width, button_height)) {
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if (Engine::GUI::Button (3, "Highscores", screen_right * 0.5 - 100, 300, button_width, button_height)) {
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PushViewState(ViewStateShowHighscore);
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}
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if (Engine::GUI::Button (4, "Quit", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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Engine::RunCommand("quit");
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}
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}
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@@ -443,8 +457,9 @@ void View::DrawUiGameRunning() {
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// revert the font justification
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SetFontJustification (Engine::FontJustificationLeft);
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if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE))
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GetModel()->SetGameState(GameStatePaused);
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if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) {
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PushViewState(ViewStatePaused);
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}
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}
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void View::DrawUiGameOver() {
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@@ -472,7 +487,8 @@ void View::DrawUiGameOver() {
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if (Engine::GUI::Button (2, "Continue...",
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(screen_right - button_width) * 0.5,
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screen_bottom * 0.5 + 80, button_width, button_height)) {
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GetModel()->SetGameState(GameStateShowHighscore);
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PopViewState();
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PushViewState(ViewStateShowHighscore);
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}
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}
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@@ -482,7 +498,7 @@ void View::DrawUiLevelComplete() {
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SelectFont ("console.ttf size=23");
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if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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PopViewState();
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}
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}
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@@ -491,11 +507,15 @@ void View::DrawUiGamePaused() {
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SelectFont ("console.ttf size=23");
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if (Engine::GUI::Button (1, "Resume Game", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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PopViewState();
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}
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if (Engine::GUI::Button (2, "Abort Game", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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GetModel()->SetGameState(GameStateMainMenu);
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while (mViewStateStack.size())
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PopViewState();
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PushViewState(ViewStateGameRunning);
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GetModel()->SetGameState(GameStateRunning);
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}
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, button_width, button_height)) {
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@@ -508,7 +528,7 @@ void View::DrawUiPlayerDied() {
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SelectFont ("console.ttf size=23");
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if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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GetModel()->SetGameState(GameStateRunning);
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PopViewState();
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}
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}
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@@ -588,7 +608,36 @@ void View::DrawUiHighscore() {
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}
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if (Engine::GUI::Button (1, "Back to Menu", screen_right * 0.5 - 250 * 0.5, y + 16, button_width, button_height)) {
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GetModel()->SetGameState(GameStateMainMenu);
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PopViewState();
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}
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}
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void View::DrawUiOptions() {
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DrawPageTitle ("Options");
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SelectFont ("console.ttf size=23");
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// Enter your name
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std::string player_name = GetModel()->GetPlayerName();
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Engine::GUI::Label (1, "Effects Volume: ", screen_right * 0.5 - 150, 240);
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float effects_volume = Engine::GetEffectsVolume();
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if (Engine::GUI::VerticalSlider (2, screen_right * 0.5 - 100, 250, 250, 16, 0., 1., effects_volume)) {
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Engine::LogDebug ("Setting effects volume to: %f", effects_volume);
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Engine::SetEffectsVolume(effects_volume);
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}
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Engine::GUI::Label (3, "Music Volume: ", screen_right * 0.5 - 150, 300);
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float music_volume = Engine::GetMusicVolume();
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if (Engine::GUI::VerticalSlider (4, screen_right * 0.5 - 100, 310, 250, 16, 0., 1., music_volume)) {
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Engine::LogDebug ("Setting music volume to: %f", music_volume);
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Engine::SetMusicVolume(music_volume);
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}
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if (Engine::GUI::Button (5, "Back", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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PopViewState();
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}
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}
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@@ -607,11 +656,14 @@ void View::DrawUiEnterPlayername() {
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}
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if (Engine::GUI::Button (3, "Start Game", screen_right - 180 - 20, 500, 180, 40)) {
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PopViewState();
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PushViewState(ViewStateGameRunning);
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GetModel()->OnNewGame();
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GetModel()->SetGameState(GameStateRunning);
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}
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if (Engine::GUI::Button (5, "Back", 20, 500, 180, 40)) {
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GetModel()->SetGameState(GameStateMainMenu);
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PopViewState();
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}
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}
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@@ -7,6 +7,7 @@
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#include "Sprite.h"
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#include "EntityBase.h"
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#include "SimpleConsoleOverlay.h"
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#include "AsteroidsEnums.h"
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namespace asteroids {
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@@ -45,6 +46,7 @@ class View : public Engine::ViewBase {
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void DrawUiPlayerDied();
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void DrawHighscoreEntry(float x, float y, float entry_width, const std::string &name, unsigned int points);
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void DrawUiHighscore();
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void DrawUiOptions();
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void DrawUiEnterPlayername();
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virtual void Draw ();
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@@ -64,6 +66,20 @@ class View : public Engine::ViewBase {
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std::vector<unsigned int> mShipPartsEntityIds;
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std::stack<ViewState> mViewStateStack;
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void PushViewState (const ViewState state) {
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Engine::LogDebug ("Pushing ViewState %s", GetStringViewState(state));
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mViewStateStack.push(state);
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}
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ViewState GetViewState () {
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return mViewStateStack.top();
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}
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void PopViewState () {
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mViewStateStack.pop();
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Engine::LogDebug ("Popped ViewState top is now:%s", GetStringViewState(mViewStateStack.top()));
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}
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// \todo [high] add Resource Manager!
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Engine::Sprite mGUIShipSprite;
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Engine::Sprite mAsteroidSprite;
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Reference in New Issue
Block a user