previous functionality of the view restored with a few new benefits ("non-linear" menus)

This commit is contained in:
2010-11-28 00:20:58 +01:00
parent 3340471c61
commit f583cf39a8
11 changed files with 125 additions and 38 deletions
+1
View File
@@ -13,6 +13,7 @@ BEGIN_ENUM(Event)
DECL_ENUM_ELEMENT(EventChangeGameState),
DECL_ENUM_ELEMENT(EventGameOver),
DECL_ENUM_ELEMENT(EventShipExplode),
DECL_ENUM_ELEMENT(EventPlayerDied),
DECL_ENUM_LAST (Event)
}
END_ENUM(Event)
+18 -18
View File
@@ -60,7 +60,6 @@ int Model::OnInit (int argc, char* argv[]) {
mNewestHighscoreEntryIndex = 99999;
// initialize event handlers and register them
Engine::RegisterListener (this, EventLevelComplete);
Engine::RegisterListener (this, EventGameOver);
Engine::RegisterListener (this, EventShipExplode);
@@ -82,9 +81,6 @@ bool Model::OnReceiveEvent (const Engine::EventBasePtr &event) {
case EventAccelerateStop:
Engine::HaltSoundLoop("./data/sounds/thrust.wav");
break;
case EventLevelComplete:
return OnLevelComplete();
break;
case EventShipExplode:
OnShipExplode();
break;
@@ -354,6 +350,15 @@ int Model::DoSaveLevel (const char* filename) {
return 0;
}
void Model::ReloadLevel () {
Engine::LogDebug ("Reloading level %d", mCurrentLevelIndex + 1);
if (mCurrentLevelIndex < 0 || mCurrentLevelIndex >= mLevelList.size())
Engine::LogError ("Invalid level index: %u", mCurrentLevelIndex);
DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
}
void Model::ProceedToNextLevel () {
Engine::LogDebug ("Proceeding to next level %d", mCurrentLevelIndex + 1);
mCurrentLevelIndex++;
@@ -377,24 +382,13 @@ void Model::SetGameState (const unsigned int &state) {
mGameState = state;
}
bool Model::OnLevelComplete() {
Engine::LogMessage ("Level complete!");
ProceedToNextLevel();
return true;
}
bool Model::OnGameOver() {
ClearEntities();
Engine::LogMessage ("Points = %d lowest = %d", mPoints, mHighscoreList.back().points );
if (mPoints > mHighscoreList.back().points) {
Engine::LogMessage ("New Highscore!");
AddHighscoreEntry (mPlayerName, mPoints);
}
SetGameState(GameStatePaused);
return false;
};
@@ -403,7 +397,7 @@ void Model::OnNewGame() {
ClearEntities();
mNewestHighscoreEntryIndex = 99999;
mPlayerLives = 1;
mPlayerLives = 2;
mCurrentLevelIndex = 0;
mPoints = 0;
@@ -414,9 +408,13 @@ void Model::OnShipExplode () {
mPlayerLives --;
if (mPlayerLives == 0) {
Engine::EventBasePtr gameover_event (new Engine::EventBase());
Engine::EventBasePtr gameover_event (new Engine::EventBase());
gameover_event->mEventType = EventGameOver;
QueueEvent (gameover_event);
} else {
Engine::EventBasePtr playerdied_event (new Engine::EventBase());
playerdied_event->mEventType = EventPlayerDied;
QueueEvent (playerdied_event);
}
}
@@ -436,7 +434,9 @@ void Model::OnKillEntity (const Engine::EntityBase *entity) {
unsigned int i;
const AsteroidEntity *asteroid = static_cast<const AsteroidEntity*>(entity);
mPoints += 150 + asteroid->mSubAsteroidsCount * 75;
if (GetPlayerEntityId() != Engine::NullEntityId)
mPoints += 150 + asteroid->mSubAsteroidsCount * 75;
for (i = 0; i < mAsteroids.size(); i++) {
if (mAsteroids.at(i) == entity->mId) {
+1 -1
View File
@@ -15,7 +15,6 @@ class Model : public Engine::ModelBase {
float GetWorldHeight ();
/* Event handler */
bool OnLevelComplete();
bool OnGameOver();
/** \brief Resets values from a previous game */
void OnNewGame ();
@@ -25,6 +24,7 @@ class Model : public Engine::ModelBase {
int DoLoadLevel (const char* filename);
int DoSaveLevel (const char* filename);
void ReloadLevel();
void ProceedToNextLevel ();
int GetPlayerLives () { return mPlayerLives; };
unsigned int GetPoints () { return mPoints; };
+39 -11
View File
@@ -71,7 +71,9 @@ int View::OnInit (int argc, char* argv[]) {
Engine::RegisterListener (this, EventAccelerateStart);
Engine::RegisterListener (this, EventAccelerateStop);
Engine::RegisterListener (this, EventShipExplode);
Engine::RegisterListener (this, EventPlayerDied);
Engine::RegisterListener (this, EventGameOver);
Engine::RegisterListener (this, EventLevelComplete);
PushViewState (ViewStateMainMenu);
@@ -96,19 +98,32 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
return true;
break;
case EventLevelComplete:
PushViewState(ViewStateLevelComplete);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventGameOver:
mFadeTimerSecValue = 2.;
PopViewState();
PushViewState(ViewStateGameOver);
GetModel()->SetGameState(GameStatePaused);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventPlayerDied:
mFadeTimerSecValue = 2.;
PushViewState(ViewStatePlayerDied);
GetModel()->SetPlayerEntityId(Engine::NullEntityId);
break;
case EventShipExplode: {
Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
// This event is fired when the ship explodes. Note: this event is not
// sufficient for EventPlayerDied!
Engine::LogDebug ("Received PlayerDied Event: %d", event->mEventType);
PopViewState();
PushViewState(ViewStatePlayerDied);
GetModel()->SetGameState(GameStatePaused);
// insert sprits that contains parts of the ship
Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
vector3d position = ship_entity->mPhysicState->mPosition;
@@ -206,6 +221,8 @@ void View::DrawStars() {
void View::Draw() {
PreDraw();
mFadeTimerSecValue -= GetModel()->GetFrameDuration();
// Actual Drawing
UpdateCamera ();
@@ -215,12 +232,11 @@ void View::Draw() {
/*
if (mDrawAxis)
DrawAxis ();
*/
*/
DrawWorld ();
DrawUi ();
// mOverlayManager.Draw();
// Perform post-Draw actions
PostDraw();
@@ -499,9 +515,15 @@ void View::DrawUiGameOver() {
screen_bottom * 0.5 + 32);
}
if (mFadeTimerSecValue > 0.)
return;
if (Engine::GUI::Button (2, "Continue...",
(screen_right - button_width) * 0.5,
screen_bottom * 0.5 + 80, button_width, button_height)) {
// We do not want the background to show the remaining bits of the game
GetModel()->SetGameState(GameStatePaused);
PopViewState();
PushViewState(ViewStateShowHighscore);
}
@@ -514,6 +536,7 @@ void View::DrawUiLevelComplete() {
if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
PopViewState();
GetModel()->ProceedToNextLevel();
}
}
@@ -531,8 +554,7 @@ void View::DrawUiGamePaused() {
}
if (Engine::GUI::Button (3, "Abort Game", screen_right * 0.5 - 100, 300, button_width, button_height)) {
while (mViewStateStack.size())
PopViewState();
ResetViewState();
PushViewState(ViewStateMainMenu);
GetModel()->SetGameState(GameStatePaused);
@@ -547,8 +569,13 @@ void View::DrawUiPlayerDied() {
DrawPageTitle ("You died!");
SelectFont ("console.ttf size=23");
if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 200, button_width, button_height)) {
if (mFadeTimerSecValue > 0.)
return;
if (Engine::GUI::Button (1, "Continue", screen_right * 0.5 - 100, 380, button_width, button_height)) {
PopViewState();
GetModel()->ReloadLevel();
GetModel()->SetGameState(GameStateRunning);
}
}
@@ -593,6 +620,7 @@ void View::DrawUiHighscore() {
DrawPageTitle ("Highscores");
SelectFont ("console.ttf size=23");
unsigned int entry_length = 32;
float char_width, height;
DrawGLStringMeasure ("M", &char_width, &height);
+26 -6
View File
@@ -20,6 +20,12 @@ struct BackgroundStar {
};
/** \brief Performs the actual drawing based on Camera and Model
*
* This View also takes care of the drawn user interface. There are different
* view states that are drawn by the member functions with signatures
* DrawUi{ViewStateName}(). Different view states can be pushed onto and
* popped from the mViewStateStack which allows non-linear arrangement
* of different ViewStates in menus.
*/
class View : public Engine::ViewBase {
public:
@@ -59,28 +65,39 @@ class View : public Engine::ViewBase {
void DrawRocket (RocketEntity *asteroid);
void DrawShipPart (Engine::EntityBase *entity);
// boost::shared_ptr<MenuOverlay> mMenuOverlay;
// boost::shared_ptr<Engine::SimpleConsoleOverlay> mConsoleOverlay;
std::vector<BackgroundStar> mBackgroundStars;
std::vector<unsigned int> mShipPartsEntityIds;
/** \brief The ViewState stack that is used for non-linear menus */
std::stack<ViewState> mViewStateStack;
/** \brief Pushes the given state onto mViewStateStack */
void PushViewState (const ViewState state) {
Engine::LogDebug ("Pushing ViewState %s", GetStringViewState(state));
mViewStateStack.push(state);
}
/** \brief Returns the current ViewState */
ViewState GetViewState () {
return mViewStateStack.top();
}
/** \brief Removes the top element of the current ViewState stack */
void PopViewState () {
// Warning: you must not query for an invalid enum with
// GetStringENUM_NAME!
Engine::LogDebug("Popping ViewState: %s remainging: %u", GetStringViewState(mViewStateStack.top()), mViewStateStack.size());
std::string popped_name = GetStringViewState(mViewStateStack.top());
mViewStateStack.pop();
std::string current_name ("None");
if (mViewStateStack.size() > 0)
current_name = GetStringViewState(mViewStateStack.top());
Engine::LogDebug("Popped ViewState: %s current %s remaining: %u", popped_name.c_str(), current_name.c_str(), mViewStateStack.size());
}
/** \brief Removes all elements of the ViewState stack */
void ResetViewState() {
Engine::LogDebug ("Resetting ViewState stack");
while (mViewStateStack.size())
mViewStateStack.pop();
}
// \todo [high] add Resource Manager!
@@ -98,6 +115,9 @@ class View : public Engine::ViewBase {
int button_width;
int button_height;
/// \brief can be used to perform some fading, etc.
float mFadeTimerSecValue;
virtual bool OnReceiveEvent (const Engine::EventBasePtr &event);
};
+4
View File
@@ -46,6 +46,10 @@ int main (int argc, char* argv[]) {
Engine::RunCommand ("exec asteroids.rc");
Engine::LogMessage("Warning: muting sound!");
Engine::SetEffectsVolume(0.);
Engine::SetMusicVolume(0.);
engine.MainLoop ();
SDL_WM_SetIcon(NULL,NULL);