previous functionality of the view restored with a few new benefits ("non-linear" menus)
parent
3340471c61
commit
f583cf39a8
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@ -13,6 +13,7 @@ BEGIN_ENUM(Event)
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DECL_ENUM_ELEMENT(EventChangeGameState),
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DECL_ENUM_ELEMENT(EventGameOver),
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DECL_ENUM_ELEMENT(EventShipExplode),
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DECL_ENUM_ELEMENT(EventPlayerDied),
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DECL_ENUM_LAST (Event)
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}
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END_ENUM(Event)
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@ -60,7 +60,6 @@ int Model::OnInit (int argc, char* argv[]) {
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mNewestHighscoreEntryIndex = 99999;
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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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@ -82,9 +81,6 @@ bool Model::OnReceiveEvent (const Engine::EventBasePtr &event) {
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case EventAccelerateStop:
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Engine::HaltSoundLoop("./data/sounds/thrust.wav");
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break;
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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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@ -354,6 +350,15 @@ int Model::DoSaveLevel (const char* filename) {
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return 0;
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}
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void Model::ReloadLevel () {
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Engine::LogDebug ("Reloading level %d", mCurrentLevelIndex + 1);
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if (mCurrentLevelIndex < 0 || mCurrentLevelIndex >= mLevelList.size())
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Engine::LogError ("Invalid level index: %u", mCurrentLevelIndex);
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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void Model::ProceedToNextLevel () {
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Engine::LogDebug ("Proceeding to next level %d", mCurrentLevelIndex + 1);
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mCurrentLevelIndex++;
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@ -377,24 +382,13 @@ void Model::SetGameState (const unsigned int &state) {
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mGameState = state;
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}
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bool Model::OnLevelComplete() {
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Engine::LogMessage ("Level complete!");
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ProceedToNextLevel();
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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(GameStatePaused);
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return false;
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};
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@ -403,7 +397,7 @@ void Model::OnNewGame() {
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ClearEntities();
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mNewestHighscoreEntryIndex = 99999;
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mPlayerLives = 1;
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mPlayerLives = 2;
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mCurrentLevelIndex = 0;
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mPoints = 0;
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@ -414,9 +408,13 @@ void Model::OnShipExplode () {
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mPlayerLives --;
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if (mPlayerLives == 0) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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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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Engine::EventBasePtr playerdied_event (new Engine::EventBase());
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playerdied_event->mEventType = EventPlayerDied;
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QueueEvent (playerdied_event);
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}
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}
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@ -436,7 +434,9 @@ void Model::OnKillEntity (const Engine::EntityBase *entity) {
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unsigned int i;
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const AsteroidEntity *asteroid = static_cast<const AsteroidEntity*>(entity);
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mPoints += 150 + asteroid->mSubAsteroidsCount * 75;
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if (GetPlayerEntityId() != Engine::NullEntityId)
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mPoints += 150 + asteroid->mSubAsteroidsCount * 75;
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for (i = 0; i < mAsteroids.size(); i++) {
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if (mAsteroids.at(i) == entity->mId) {
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@ -15,7 +15,6 @@ class Model : public Engine::ModelBase {
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float GetWorldHeight ();
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/* Event handler */
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bool OnLevelComplete();
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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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@ -25,6 +24,7 @@ class Model : public Engine::ModelBase {
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int DoLoadLevel (const char* filename);
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int DoSaveLevel (const char* filename);
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void ReloadLevel();
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void ProceedToNextLevel ();
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int GetPlayerLives () { return mPlayerLives; };
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unsigned int GetPoints () { return mPoints; };
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@ -71,7 +71,9 @@ int View::OnInit (int argc, char* argv[]) {
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Engine::RegisterListener (this, EventAccelerateStart);
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Engine::RegisterListener (this, EventAccelerateStop);
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Engine::RegisterListener (this, EventShipExplode);
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Engine::RegisterListener (this, EventPlayerDied);
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Engine::RegisterListener (this, EventGameOver);
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Engine::RegisterListener (this, EventLevelComplete);
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PushViewState (ViewStateMainMenu);
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@ -96,19 +98,32 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
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return true;
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break;
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case EventLevelComplete:
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PushViewState(ViewStateLevelComplete);
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GetModel()->SetPlayerEntityId(Engine::NullEntityId);
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break;
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case EventGameOver:
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mFadeTimerSecValue = 2.;
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PopViewState();
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PushViewState(ViewStateGameOver);
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GetModel()->SetGameState(GameStatePaused);
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GetModel()->SetPlayerEntityId(Engine::NullEntityId);
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break;
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case EventPlayerDied:
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mFadeTimerSecValue = 2.;
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PushViewState(ViewStatePlayerDied);
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GetModel()->SetPlayerEntityId(Engine::NullEntityId);
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break;
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case EventShipExplode: {
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Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
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// This event is fired when the ship explodes. Note: this event is not
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// sufficient for EventPlayerDied!
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Engine::LogDebug ("Received PlayerDied Event: %d", event->mEventType);
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PopViewState();
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PushViewState(ViewStatePlayerDied);
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GetModel()->SetGameState(GameStatePaused);
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// insert sprits that contains parts of the ship
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Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
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vector3d position = ship_entity->mPhysicState->mPosition;
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@ -206,6 +221,8 @@ void View::DrawStars() {
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void View::Draw() {
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PreDraw();
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mFadeTimerSecValue -= GetModel()->GetFrameDuration();
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// Actual Drawing
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UpdateCamera ();
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@ -215,12 +232,11 @@ void View::Draw() {
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/*
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if (mDrawAxis)
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DrawAxis ();
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*/
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*/
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DrawWorld ();
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DrawUi ();
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// mOverlayManager.Draw();
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// Perform post-Draw actions
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PostDraw();
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@ -499,9 +515,15 @@ void View::DrawUiGameOver() {
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screen_bottom * 0.5 + 32);
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}
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if (mFadeTimerSecValue > 0.)
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return;
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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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// We do not want the background to show the remaining bits of the game
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GetModel()->SetGameState(GameStatePaused);
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PopViewState();
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PushViewState(ViewStateShowHighscore);
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}
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@ -514,6 +536,7 @@ void View::DrawUiLevelComplete() {
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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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PopViewState();
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GetModel()->ProceedToNextLevel();
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}
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}
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@ -531,8 +554,7 @@ void View::DrawUiGamePaused() {
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}
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if (Engine::GUI::Button (3, "Abort Game", screen_right * 0.5 - 100, 300, button_width, button_height)) {
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while (mViewStateStack.size())
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PopViewState();
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ResetViewState();
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PushViewState(ViewStateMainMenu);
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GetModel()->SetGameState(GameStatePaused);
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@ -547,8 +569,13 @@ void View::DrawUiPlayerDied() {
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DrawPageTitle ("You died!");
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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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if (mFadeTimerSecValue > 0.)
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return;
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if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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PopViewState();
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GetModel()->ReloadLevel();
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GetModel()->SetGameState(GameStateRunning);
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}
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}
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@ -593,6 +620,7 @@ void View::DrawUiHighscore() {
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DrawPageTitle ("Highscores");
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SelectFont ("console.ttf size=23");
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unsigned int entry_length = 32;
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float char_width, height;
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DrawGLStringMeasure ("M", &char_width, &height);
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@ -20,6 +20,12 @@ struct BackgroundStar {
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};
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/** \brief Performs the actual drawing based on Camera and Model
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*
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* This View also takes care of the drawn user interface. There are different
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* view states that are drawn by the member functions with signatures
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* DrawUi{ViewStateName}(). Different view states can be pushed onto and
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* popped from the mViewStateStack which allows non-linear arrangement
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* of different ViewStates in menus.
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*/
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class View : public Engine::ViewBase {
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public:
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void DrawRocket (RocketEntity *asteroid);
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void DrawShipPart (Engine::EntityBase *entity);
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// boost::shared_ptr<MenuOverlay> mMenuOverlay;
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// boost::shared_ptr<Engine::SimpleConsoleOverlay> mConsoleOverlay;
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std::vector<BackgroundStar> mBackgroundStars;
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std::vector<unsigned int> mShipPartsEntityIds;
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/** \brief The ViewState stack that is used for non-linear menus */
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std::stack<ViewState> mViewStateStack;
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/** \brief Pushes the given state onto 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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/** \brief Returns the current ViewState */
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ViewState GetViewState () {
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return mViewStateStack.top();
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}
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/** \brief Removes the top element of the current ViewState stack */
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void PopViewState () {
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// Warning: you must not query for an invalid enum with
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// GetStringENUM_NAME!
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Engine::LogDebug("Popping ViewState: %s remainging: %u", GetStringViewState(mViewStateStack.top()), mViewStateStack.size());
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std::string popped_name = GetStringViewState(mViewStateStack.top());
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mViewStateStack.pop();
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std::string current_name ("None");
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if (mViewStateStack.size() > 0)
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current_name = GetStringViewState(mViewStateStack.top());
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Engine::LogDebug("Popped ViewState: %s current %s remaining: %u", popped_name.c_str(), current_name.c_str(), mViewStateStack.size());
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}
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/** \brief Removes all elements of the ViewState stack */
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void ResetViewState() {
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Engine::LogDebug ("Resetting ViewState stack");
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while (mViewStateStack.size())
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mViewStateStack.pop();
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}
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// \todo [high] add Resource Manager!
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int button_width;
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int button_height;
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/// \brief can be used to perform some fading, etc.
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float mFadeTimerSecValue;
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virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
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};
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@ -46,6 +46,10 @@ int main (int argc, char* argv[]) {
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Engine::RunCommand ("exec asteroids.rc");
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Engine::LogMessage("Warning: muting sound!");
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Engine::SetEffectsVolume(0.);
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Engine::SetMusicVolume(0.);
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engine.MainLoop ();
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SDL_WM_SetIcon(NULL,NULL);
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@ -15,6 +15,7 @@
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#include <queue>
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#include <stack>
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#include <bitset>
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#include <limits>
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#include "Module.h"
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#include "EngineEnums.h"
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@ -163,6 +163,9 @@ void ModelBase::UnregisterEntity (const unsigned int id) {
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}
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EntityBase* ModelBase::GetEntity (const unsigned int id) {
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if (id == NullEntityId)
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return NULL;
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std::map<unsigned int, EntityBase*>::iterator iter = mEntities.find (id);
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if (iter != mEntities.end ()) {
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@ -173,6 +176,9 @@ EntityBase* ModelBase::GetEntity (const unsigned int id) {
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}
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unsigned int ModelBase::CreateEntityId () {
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if (mEntityIdCounter == NullEntityId - 1)
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LogError ("Could not create valid entity id, reached maximum value of %u", mEntityIdCounter);
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return ++mEntityIdCounter;
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}
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@ -201,6 +207,10 @@ unsigned int ModelBase::GetPlayerEntityId () {
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return mPlayerEntityId;
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}
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void ModelBase::SetPlayerEntityId(unsigned int entity_id) {
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mPlayerEntityId = entity_id;
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}
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/**
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* \param collision_time The time when the collision occured relative to the start of the simulation frame
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*/
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@ -249,12 +259,20 @@ void ModelBase::SendEntityCollisionEvent (const unsigned int reference_entity_id
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*/
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unsigned int GetPlayerEntityId () {
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if (!ModelInstance) {
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LogError ("Couldn't create Entity: Model not initialized!");
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LogError ("Couldn't get Player id: Model not initialized!");
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}
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return ModelInstance->GetPlayerEntityId ();
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}
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void SetPlayerEntityId(unsigned int entity_id) {
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if (!ModelInstance) {
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LogError ("Couldn't set Player id: Model not initialized!");
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}
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ModelInstance->SetPlayerEntityId (entity_id);
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}
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float GetFrameDuration () {
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if (!ModelInstance) {
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LogError ("Couldn't create Entity: Model not initialized!");
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@ -13,6 +13,8 @@ class Events;
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class EntityFactoryBase;
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class OverlayManager;
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const unsigned int NullEntityId = std::numeric_limits<unsigned int>::max() - 1;
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struct EntityBase;
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/** \brief Represents the current state of the Engine
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@ -69,6 +71,11 @@ class ModelBase : public Module {
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/** Returns the id of the entity the player is currently controlling */
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unsigned int GetPlayerEntityId ();
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/** \brief Assigns the player to an Entity. All controls will be redirected to that player
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*
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* This can be used to disable the controls of of the player by assinging
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* the special entity id of NullEntityId */
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void SetPlayerEntityId(unsigned int entity_id);
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/** Notifies the gamelogic of a collision event */
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void SendEntityCollisionEvent (const unsigned int reference_entity_id,
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@ -5,6 +5,11 @@ namespace Engine {
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/** \brief Adds the function callback as command for the given name*/
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unsigned int GetPlayerEntityId ();
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/** \brief Assigns the player to an Entity. All controls will be redirected to that player
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*
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* This can be used to disable the controls of of the player by assinging
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* the special entity id of NullEntityId */
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void SetPlayerEntityId(unsigned int entity_id);
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/** \brief Returns the duration of the frame in seconds */
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float GetFrameDuration ();
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@ -72,6 +72,8 @@
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* todos within the code have a look at the \ref todo.
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*
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* \todo [high] Create a simple racing or asteroids game
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* \todo [high] Enable saving of music and effects volume
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* \todo [med] Use shared_ptr instead of raw pointers for the Entities
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* \todo [med] Clear all references of EntityVisualState and EntityGameState
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* \todo [med] Clarify functionalities of CreateEntity, KillEntity, RegisterEntity, UnregisterEntity (which frees memory, which does only change the state of the Model?)
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* \todo [med] Add basic networking
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@ -86,7 +88,8 @@
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* Engine::Module::Init()
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*
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* Done:
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* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game
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* \todo [high] (28-11-2010) Allow transitions when player dies
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* \todo [high] (11-09-2010) Since introduction of the IMGUI pressing 'space' in the menu crashes the game
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* - [high] In Physics remove dependancy on the Model to pass on collision
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* events
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* - [high] Fix Physics bug when two actors collide actively (i.e. velocity
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