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