#include "OGLFT.h" #include #include #include "DrawingsGL.h" #include "OverlayBase.h" #include "MenuOverlay.h" #include "Model.h" #include "Sprite.h" #include "ShipEntity.h" #include "Engine.h" namespace asteroids { // static float left = 0; static float right = 0; // static float top = 0; static float bottom = 0; void MenuOverlay::Init () { if (!mShipSprite.LoadFromPNG("./data/textures/ship.png")) Engine::LogError ("Could not load ship sprite!"); assert (mShipSprite.GetWidth() > 1); mShipSprite.SetScale (0.1); } bool MenuOverlay::OnKeyDown (const SDL_keysym &keysym) { if (mModel->GetGameState() == GameStateLevelComplete) { switch (keysym.sym) { case SDLK_RETURN: mModel->SetGameState(GameStateRunning); break; default: break; } return true; } else if (mModel->GetGameState() == GameStateRunning) { switch (keysym.sym) { case SDLK_ESCAPE: mModel->SetGameState(GameStatePaused); return true; default: break; } return false; } else if (mModel->GetGameState() == GameStateGameOver) { switch (keysym.sym) { case SDLK_ESCAPE: mModel->SetGameState(GameStateMainMenu); break; case SDLK_RETURN: mModel->SetGameState(GameStateMainMenu); break; default: break; } return true; } else if (mModel->GetGameState() == GameStateMainMenu || mModel->GetGameState() == GameStatePaused) { switch (keysym.sym) { case SDLK_ESCAPE: Engine::RunCommand ("quit"); return true; case SDLK_RETURN: mModel->SetGameState(GameStateRunning); return true; default: return true; } } else if (mModel->GetGameState() == GameStatePlayerDied) { switch (keysym.sym) { case SDLK_RETURN: mModel->SetGameState(GameStateRunning); break; default: break; } return true; } return false; } void MenuOverlay::Draw () { glClearColor (0.1, 0.1, 0.1, 1.); right = static_cast (Engine::GetWindowWidth()); bottom = static_cast (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 if (mModel->GetGameState() == GameStateRunning) { glClearColor (0., 0., 0., 1.); DrawGameRunning(); } else if (mModel->GetGameState() == GameStateGameOver) DrawGameOverScreen (); else if (mModel->GetGameState() == GameStateMainMenu || mModel->GetGameState() == GameStatePaused) DrawGameMenu (); else if (mModel->GetGameState() == GameStateLevelComplete) DrawGameLevelComplete (); else if (mModel->GetGameState() == GameStatePlayerDied) DrawPlayerDied(); glPopMatrix (); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); }; void MenuOverlay::DrawGameRunning() { right = static_cast (Engine::GetWindowWidth()); bottom = static_cast (Engine::GetWindowHeight()); int i; for (i = 0; i < mModel->GetPlayerLives(); i++) { mShipSprite.DrawAt2D (right - 32 - i*20, bottom - 16); } } void MenuOverlay::DrawPlayerDied () { 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."); } void MenuOverlay::DrawGameOverScreen() { std::ostringstream topbar_stream; Engine::DrawGLString ( right * 0.5 - 60, bottom * 0.5 - 8 - 64, "G a m e O v e r"); if (mModel->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."); } } void MenuOverlay::DrawGameMenu() { 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"); if (mModel->GetGameState() == GameStatePaused) Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8 - 16, "[Return] - Resume Game"); else 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"); } void MenuOverlay::DrawGameLevelComplete() { 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 ..."); } }