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Game.cpp
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969 lines (809 loc) · 37.9 KB
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#include <ctime>
#include <functional>
#include <random>
#include <string>
#include <boost/format.hpp>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_mixer.h>
#include "Game.h"
#include "FontManager.h"
#include "TextureManager.h"
#include "SoundManager.h"
#include "Utils.h"
#include "Menu.h"
#include "MenuPause.h"
#include "MenuMain.h"
#include "MenuNewHighScore.h"
#include "Award.h"
#include "Laser.h"
#include "Powerup.h"
#include "HighScores.h"
#include "Explosion.h"
#include "Phrase.h"
#include "Exceptions.h"
#include "Boss.h"
#include "Random.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace typing
{
// The length of time, in seconds, between levels.
static const float LEVEL_TIME = 60.0f;
// The length of time, in seconds, between waves.
static const float WAVE_INTERVAL_BASE = 10.0f;
// The amount of that the wave interval decreases by each level.
static const float WAVE_INTERVAL_SCALE = 0.7f;
// The minimum interval between waves.
static const float WAVE_INTERVAL_MIN = 3.0f;
// The length of time to pause before starting a wave at the start of a
// game.
static const float GAME_START_WAVE_PAUSE = 1.0f;
// The length of time to wait for the next wave if the player kills all
// active waves.
static const float WAVES_CLEARED_PAUSE = 1.0f;
// The length of time to display the boss warning sign.
static const float BOSS_WAVE_WARNING_TIME = 5.0f;
// The length of time the flash appears on the screen when the player is
// damaged.
static const float DAMAGE_FLASH_TIME = 0.5f;
// The length of time that phrases are shortened by the shorter phrases
// powerup.
static const float SHORTEN_PHRASES_TIME = 20.0f;
// The maximum streak that counts towards the score multiplier.
static const unsigned int MAX_COMBO = 4;
const float Game::FINAL_DEATH_PAUSE = 2.0f;
const float Game::MIN_POWERUP_SPAWN_TIME = 30.0f;
const float Game::MAX_POWERUP_SPAWN_TIME = 180.0f;
const std::string Game::HUD_FONT("fonts/hudfont.fnt");
const std::string Game::ENDGAME_FONT("fonts/menufont.fnt");
const std::string Game::MISS_SOUND("sounds/miss.wav");
const std::string Game::TARGET_SOUND("sounds/target.wav");
const std::string Game::GAME_MUSIC("music/music.ogg");
std::auto_ptr<Game> Game::m_singleton(new Game);
Game& Game::GetGame ()
{
return *(m_singleton.get());
}
Game::Game()
: m_camera(juzutil::Vector3(0.0f, -200.0f, 500.0f),
juzutil::Vector3(0.0f, 200.0f, 0.0f)),
m_active(false)
{
}
void Game::Init ()
{
FONTS.Add(HUD_FONT);
FONTS.Add(ENDGAME_FONT);
SOUNDS.Add(MISS_SOUND);
SOUNDS.Add(TARGET_SOUND);
// Load the music
m_music = Mix_LoadMUS(GAME_MUSIC.c_str());
if (!m_music) {
throw FileNotFoundException(GAME_MUSIC);
}
// Initialise entities needed by the game.
// Makes sure all required media is loaded.
Player::Init();
Phrase::Init();
Award::Init();
Explosion::Init();
PowerupActivateEffect::Init();
Laser::Init();
Missile::Init();
ChargeBoss::Init();
m_phrases.Init(FONTS.Get(Phrase::PHRASE_FONT));
// Initialise the wave creator, setting the minimum level that each
// wave can be used at.
m_waveCreator.AddWave<BasicEnemyWave>(0);
m_waveCreator.AddWave<MissileEnemyWave>(1);
m_waveCreator.AddWave<AccelEnemyWave>(2);
m_waveCreator.AddWave<SeekerEnemyWave>(3);
m_waveCreator.AddWave<BombEnemyWave>(4);
m_bossWaveCreator.AddWave<KnockbackBossEnemyWave>();
m_bossWaveCreator.AddWave<MissileBossEnemyWave>();
m_bossWaveCreator.AddWave<ChargeBossEnemyWave>();
m_bossWaveCreator.AddWave<MemoryBossEnemyWave>();
m_bossWaveCreator.AddWave<BackwardsKnockbackBossEnemyWave>();
// Initialise powerups
m_powerups.Register(CreatePowerup<ExtraLife>);
m_powerups.Register(CreatePowerup<ShortenPhrases>);
}
void Game::StartNewGame ()
{
const int MUSIC_FADE_IN_TIME = 2000;
m_phrases.MakeAllCharsAvail();
m_phrases.UseNormalPhrases();
m_entities.clear();
m_effects.clear();
m_effects2d.clear();
m_activeWaves.clear();
Pause(false);
Activate(true);
m_player.Reset(GAME_START_LIVES);
m_timer.Reset();
m_level = 0;
m_nextLevelTime = LEVEL_TIME;
m_gameEndTime = 0.0f;
m_score = 0;
m_streakValid = false;
m_streak = 0;
m_damageTime = 0.0f;
m_hits = 0;
m_misses = 0;
m_excellents = 0;
m_goods = 0;
m_oks = 0;
m_poors = 0;
m_bads = 0;
m_usedLives = 0;
m_maxStreak = 0;
RAND.Seed(static_cast<unsigned int>(std::time(0)));
m_targetEnt.reset();
m_nextWaveTime = GAME_START_WAVE_PAUSE;
m_bossWavePending = false;
m_bossWaveActive = false;
m_bossWaveStartTime = 0.0f;
m_bossWaveCreator.Reset();
m_nextPowerupTime = RAND.Range(MIN_POWERUP_SPAWN_TIME,
MAX_POWERUP_SPAWN_TIME);
Mix_FadeInMusic(m_music, -1, MUSIC_FADE_IN_TIME);
APP.Log(App::LOG_DEBUG, "Starting new game");
}
void Game::SpawnEnemies()
{
// Work out whether we have waited long enough to start a new wave.
// Don't spawn anything if a boss wave is pending or in progress.
if (GetTime() >= m_nextWaveTime &&
!m_bossWavePending && !m_bossWaveActive) {
EnemyWavePtr wave = m_waveCreator.CreateWave(m_level);
wave->Start();
m_activeWaves.push_back(wave);
m_nextWaveTime =
GetTime() + std::max(WAVE_INTERVAL_MIN,
WAVE_INTERVAL_BASE -
WAVE_INTERVAL_SCALE * m_level);
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"%1%: Spawned new wave. Next wave at %2%")
% GetTime() % m_nextWaveTime));
}
// Check if we should start a boss wave.
if (m_bossWavePending && !m_bossWaveActive &&
m_activeWaves.size() == 0) {
m_bossWaveStartTime = GetTime();
EnemyWavePtr wave = m_bossWaveCreator.CreateWave();
wave->Start();
m_activeWaves.push_back(wave);
m_bossWavePending = false;
m_bossWaveActive = true;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"%1%: Spawned boss wave.") % GetTime()));
}
// Spawn enemies from any active waves, remove any finished waves.
for (WaveVec::iterator iter = m_activeWaves.begin();
iter != m_activeWaves.end();) {
(*iter)->Spawn();
if ((*iter)->IsFinished()) {
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"%1%: Wave finished.") % GetTime()));
iter = m_activeWaves.erase(iter);
// Assume that if a boss wave is in progress, that this is
// the only wave active.
if (m_bossWaveActive) {
m_bossWaveActive = false;
m_level++;
m_nextLevelTime = GetTime() + LEVEL_TIME;
}
} else {
++iter;
}
}
// If there are no active waves, bring the next wave time forward.
// Don't do this if the boss is pending, or we're waiting to spawn
// the first ever wave.
if (!m_bossWavePending && m_activeWaves.size() == 0 &&
GAME.GetTime() > GAME_START_WAVE_PAUSE &&
m_nextWaveTime - GAME.GetTime() > WAVES_CLEARED_PAUSE) {
m_nextWaveTime = GAME.GetTime() + WAVES_CLEARED_PAUSE;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"%1%: All waves finished, spawning next wave at %2%")
% GetTime() % m_nextWaveTime));
}
}
void Game::SpawnPowerups()
{
const float MIN_X = -200.0f;
const float MAX_X = 200.0f;
const float MIN_Y = 100.0f;
const float MAX_Y = 500.0f;
if (GetTime() >= m_nextPowerupTime) {
// Skip the powerup if a boss is active. Sorry!
if (!m_bossWaveActive) {
AddEntity(m_powerups.Create(
juzutil::Vector2(RAND.Range(MIN_X, MAX_X),
RAND.Range(MIN_Y, MAX_Y))));
}
m_nextPowerupTime =
GetTime() +
RAND.Range(MIN_POWERUP_SPAWN_TIME, MAX_POWERUP_SPAWN_TIME);
}
}
void Game::Update()
{
if (!IsActive())
{
return;
}
// If the game is paused or has ended
if (IsPaused() || HasGameEnded())
{
m_timer.Update();
return;
}
// The game is active, update the entities.
for (EntityList::iterator iter = m_entities.begin(); iter != m_entities.end(); ++iter)
{
(*iter)->Update();
// Check if the entity hit the player
if ((*iter)->IsSolid()) {
if ((*iter)->GetBounds().Intersects(m_player.GetBounds()))
{
(*iter)->OnCollide();
}
}
// If the entity is finished, remove it from the list
if ((*iter)->Unlink())
{
// Check if the entity we've just unlinked was the current target
if ((*iter) == m_targetEnt.lock()) {
m_targetEnt.reset();
}
iter = m_entities.erase(iter);
// If we've erased the last element in the list, we need to stop here.
if (iter == m_entities.end())
{
break;
}
}
}
for (EffectList::iterator iter = m_effects.begin(); iter != m_effects.end(); ++iter)
{
(*iter)->Update();
if ((*iter)->Unlink())
{
iter = m_effects.erase(iter);
if (iter == m_effects.end())
{
break;
}
}
}
if (!m_bossWaveActive && GetTime() > m_nextLevelTime) {
// Ready to go up to the next level, but need to spawn a boss
// first.
m_bossWavePending = true;
}
if (m_phrases.UsingShortPhrases() &&
GetTime() > m_shortenPhrasesTime + SHORTEN_PHRASES_TIME) {
m_phrases.UseNormalPhrases();
}
SpawnEnemies();
SpawnPowerups();
m_player.Update();
m_timer.Update();
}
void Game::DrawHud()
{
const float ORTHO_WIDTH = APP.GetScreenWidth();
const float ORTHO_HEIGHT = APP.GetScreenHeight();
const float HUD_SIZE = 48.0f;
const float HUD_TEXT_HEIGHT = 16.0f;
const float HUD_NUMBER_HEIGHT = 32.0f;
const float HUD_WARNING_HEIGHT = 48.0f;
const float HUD_WARNING_BLINK_SPEED = 4.0f;
const float HUD_BOSS_APPROACH_HEIGHT = 16.0f;
const float HUD_LIVES_X = ORTHO_WIDTH / 4.0f;
const float HUD_SCORE_X = ORTHO_WIDTH / 2.0f;
const float HUD_STREAK_X = (ORTHO_WIDTH / 4.0f) * 3.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, ORTHO_WIDTH, ORTHO_HEIGHT, 0.0, -1.0, 1.0);
#ifdef _DEBUG
const float debug_height = 16.0f;
float debug_y = 0;
m_phrases.DrawChars(HUD_FONT, debug_y, debug_height);
debug_y += debug_height;
FONTS.Print(
HUD_FONT, 0.0f, debug_y, debug_height,
ColourRGBA::White(), Font::ALIGN_LEFT,
(boost::format("Level: %1%") % m_level).str());
debug_y += debug_height;
FONTS.Print(
HUD_FONT, 0.0f, debug_y, debug_height,
ColourRGBA::White(), Font::ALIGN_LEFT,
(boost::format("Pup: %1%") % (m_nextPowerupTime - GetTime())).str());
#endif
glDisable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_TRIANGLES);
glVertex2f(0.0f, ORTHO_HEIGHT);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH, ORTHO_HEIGHT);
glEnd();
glLineWidth(1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_LINE_LOOP);
glVertex2f(0.0f, ORTHO_HEIGHT);
glVertex2f(HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH - HUD_SIZE, ORTHO_HEIGHT - HUD_SIZE);
glVertex2f(ORTHO_WIDTH, ORTHO_HEIGHT);
glEnd();
glLineWidth(1.0f);
if (m_usedLives && (GetTime() - m_damageTime) < DAMAGE_FLASH_TIME) {
glColor4f(1.0f, 1.0f, 1.0f,
1.0f - ((GetTime() - m_damageTime) / DAMAGE_FLASH_TIME));
glBegin(GL_QUADS);
glVertex2f(0.0f, ORTHO_HEIGHT);
glVertex2f(ORTHO_WIDTH, ORTHO_HEIGHT);
glVertex2f(ORTHO_WIDTH, 0.0f);
glVertex2f(0.0f, 0.0f);
glEnd();
}
glEnable(GL_TEXTURE_2D);
FONTS.Print(HUD_FONT, HUD_LIVES_X,
ORTHO_HEIGHT - HUD_NUMBER_HEIGHT - HUD_TEXT_HEIGHT,
HUD_TEXT_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
"LIVES");
FONTS.Print(HUD_FONT, HUD_LIVES_X, ORTHO_HEIGHT - HUD_NUMBER_HEIGHT,
HUD_NUMBER_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
std::to_string(m_player.Lives()));
FONTS.Print(HUD_FONT, HUD_SCORE_X,
ORTHO_HEIGHT - HUD_NUMBER_HEIGHT - HUD_TEXT_HEIGHT,
HUD_TEXT_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
"SCORE");
FONTS.Print(HUD_FONT, HUD_SCORE_X, ORTHO_HEIGHT - HUD_NUMBER_HEIGHT,
HUD_NUMBER_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
std::to_string(m_score));
FONTS.Print(HUD_FONT, HUD_STREAK_X,
ORTHO_HEIGHT - HUD_NUMBER_HEIGHT - HUD_TEXT_HEIGHT,
HUD_TEXT_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
"STREAK");
FONTS.Print(HUD_FONT, HUD_STREAK_X, ORTHO_HEIGHT - HUD_NUMBER_HEIGHT,
HUD_NUMBER_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
std::to_string(m_streak));
if (m_bossWaveActive &&
(GetTime() - m_bossWaveStartTime) < BOSS_WAVE_WARNING_TIME) {
const float bossWarningTime = GetTime() - m_bossWaveStartTime;
const float warningAlpha =
fabs(sinf(static_cast<float>(M_PI) *
(bossWarningTime / BOSS_WAVE_WARNING_TIME) *
HUD_WARNING_BLINK_SPEED));
ColourRGBA warningColour(ColourRGB::Red(), warningAlpha);
FONTS.Print(HUD_FONT, ORTHO_WIDTH / 2.0f, 0, HUD_WARNING_HEIGHT,
warningColour, Font::ALIGN_CENTER, "WARNING");
FONTS.Print(HUD_FONT, ORTHO_WIDTH / 2.0f, HUD_WARNING_HEIGHT,
HUD_BOSS_APPROACH_HEIGHT,
warningColour, Font::ALIGN_CENTER, "BOSS APPROACHING");
}
}
void Game::DrawBackground()
{
const float BACKGROUND_RING_WIDTH = 150.0f;
const float BACKGROUND_RING_COUNT = 30.0f;
const float BACKGROUND_START_DIST = 50.0f;
const float BACKGROUND_Z_COORD = -50.0f;
const float BACKGROUND_COS_THETA = 0.866025f;
const float BACKGROUND_SIN_THETA = 0.5f;
const float BACKGROUND_CURVE_FACTOR = 0.0006f;
glDisable(GL_TEXTURE_2D);
glColor4f(0.1f, 0.1f, 0.1f, 1.0f);
for (int i = 0; i < BACKGROUND_RING_COUNT; i++) {
const float innerDist = BACKGROUND_START_DIST + i * BACKGROUND_RING_WIDTH;
const float outerDist = BACKGROUND_START_DIST + (i + 1) * BACKGROUND_RING_WIDTH;
const float innerZ = BACKGROUND_Z_COORD -
(innerDist - BACKGROUND_START_DIST) * (innerDist - BACKGROUND_START_DIST) *
BACKGROUND_CURVE_FACTOR * BACKGROUND_CURVE_FACTOR;
const float outerZ = BACKGROUND_Z_COORD -
(outerDist - BACKGROUND_START_DIST) * (outerDist - BACKGROUND_START_DIST) *
BACKGROUND_CURVE_FACTOR * BACKGROUND_CURVE_FACTOR;
const float red = 0.5f / (1.0f + i * 0.3f);
const float green = 0.2f / (1.0f + i * 0.3f);
glColor3f(red, green, 0.0f);
glBegin(GL_QUADS);
glVertex3f(innerDist, 0.0f, innerZ);
glVertex3f(outerDist, 0.0f, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, outerDist, outerZ);
glVertex3f(0.0f, innerDist, innerZ);
glVertex3f(0.0f, innerDist, innerZ);
glVertex3f(0.0f, outerDist, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist, 0.0f, outerZ);
glVertex3f(-innerDist, 0.0f, innerZ);
glVertex3f(-innerDist, 0.0f, innerZ);
glVertex3f(-outerDist, 0.0f, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, -outerDist, outerZ);
glVertex3f(0.0f, -innerDist, innerZ);
glVertex3f(0.0f, -innerDist, innerZ);
glVertex3f(0.0f, -outerDist, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist, 0.0f, outerZ);
glVertex3f(innerDist, 0.0f, innerZ);
glEnd();
glColor3f(0.1f, 0.1f, 0.1f);
glBegin(GL_LINES);
glVertex3f(innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist, 0.0f, innerZ);
glVertex3f(innerDist, 0.0f, innerZ);
glVertex3f(outerDist, 0.0f, outerZ);
glVertex3f(outerDist, 0.0f, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, innerDist, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, outerDist, outerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(0.0f, innerDist, innerZ);
glVertex3f(0.0f, innerDist, innerZ);
glVertex3f(0.0f, outerDist, outerZ);
glVertex3f(0.0f, outerDist, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-innerDist, 0.0f, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist, 0.0f, outerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist, 0.0f, innerZ);
glVertex3f(-innerDist, 0.0f, innerZ);
glVertex3f(-outerDist, 0.0f, outerZ);
glVertex3f(-outerDist, 0.0f, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, -innerDist, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(-outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(0.0f, -outerDist, outerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(0.0f, -innerDist, innerZ);
glVertex3f(0.0f, -innerDist, innerZ);
glVertex3f(0.0f, -outerDist, outerZ);
glVertex3f(0.0f, -outerDist, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_SIN_THETA, -innerDist * BACKGROUND_COS_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_SIN_THETA, -outerDist * BACKGROUND_COS_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(innerDist, 0.0f, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(innerDist * BACKGROUND_COS_THETA, -innerDist * BACKGROUND_SIN_THETA, innerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist * BACKGROUND_COS_THETA, -outerDist * BACKGROUND_SIN_THETA, outerZ);
glVertex3f(outerDist, 0.0f, outerZ);
glEnd();
}
glEnable(GL_TEXTURE_2D);
}
void Game::DrawEndScreen()
{
const float ORTHO_WIDTH = APP.GetScreenWidth();
const float ORTHO_HEIGHT = APP.GetScreenHeight();
const float GAME_OVER_HEIGHT = 64.0f;
const float SCORE_HEIGHT = 48.0f;
const float ITEM_SPACING = 8.0f;
const float CONTINUE_HEIGHT = 24.0f;
DrawRect(ColourRGBA(0.0f, 0.0f, 0.0f, 0.5f), 0.0f, 0.0f, ORTHO_WIDTH, ORTHO_HEIGHT);
const float x = ORTHO_WIDTH / 2.0f;
float y = (ORTHO_HEIGHT / 2.0f) - (SCORE_HEIGHT / 2.0f) - (GAME_OVER_HEIGHT + ITEM_SPACING);
FONTS.Print(ENDGAME_FONT, x, y, GAME_OVER_HEIGHT, ColourRGBA::Red(), Font::ALIGN_CENTER,
"Game Over!");
y+= GAME_OVER_HEIGHT + ITEM_SPACING;
FONTS.Print(ENDGAME_FONT, x, y, SCORE_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
(boost::format("Score - %1%") % m_score).str());
if (m_timer.GetTime() - END_GAME_SCREEN_PAUSE > m_gameEndTime)
{
y = ORTHO_HEIGHT - CONTINUE_HEIGHT;
FONTS.Print(ENDGAME_FONT, x, y, CONTINUE_HEIGHT, ColourRGBA::White(), Font::ALIGN_CENTER,
"Press any key to continue...");
}
}
void Game::Draw ()
{
if (IsActive())
{
// Set up the 3D camera for drawing the world
m_camera.ApplyPerspective();
DrawBackground();
m_player.Draw();
if (IsAlive())
{
// If we have a current target, draw a targetting line from the
// player to the target.
EntityPtr ent = m_targetEnt.lock();
if (ent)
{
glDisable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
const juzutil::Vector3& playerOrg = m_player.GetOrigin();
const juzutil::Vector3& targetOrg = ent->GetOrigin();
glBegin(GL_LINES);
glVertex3f(playerOrg[0], playerOrg[1], playerOrg[2]);
glVertex3f(targetOrg[0], targetOrg[1], targetOrg[2]);
glEnd();
glEnable(GL_TEXTURE_2D);
}
}
for_each(m_entities.begin(),
m_entities.end(),
std::mem_fn(&Entity::Draw3D));
for_each(m_effects.begin(),
m_effects.end(),
std::mem_fn(&Effect::Draw));
// Use an orthographic projection for drawing the phrases as we
// want the text to appear the same size no matter where it is
// being drawn.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0,
APP.GetScreenWidth(),
APP.GetScreenHeight(),
0.0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for_each(m_entities.begin(),
m_entities.end(),
std::mem_fn(&Entity::Draw2D));
for_each(m_effects2d.begin(),
m_effects2d.end(),
std::mem_fn(&Effect::Draw));
if (!HasGameEnded()) {
DrawHud();
} else {
DrawEndScreen();
}
}
}
// When we've finished a phrase, decides what award to give to the player,
// and adds it to the list to be displayed on screen.
// The speeds are measured in chars typed per second
void Game::PhraseFinished(EntityPtr &ent)
{
const float EXCELLENT_SPEED = 0.1f;
const float EXCELLENT_MULTIPLIER = 2.0f;
const float GOOD_SPEED = 0.2f;
const float GOOD_MULTIPLIER = 1.4f;
const float OK_SPEED = 0.3f;
const float OK_MULTIPLIER = 1.0f;
const float POOR_SPEED = 0.5f;
const float POOR_MULTIPLIER = 0.5f;
const float BAD_MULTIPLIER = 0.25f;
const float AWARD_OFFSET = -20.0f;
// The score for the entity that has been finished is multiplied by
// a factor depending on the speed that the phrase was finished, and
// the the current streak. The streak multiplier is capped at
// MAX_COMBO.
float multiplier = 1.0f;
// Single phrases don't increase the streak.
if (m_streakValid && !ent->IsPhraseSingle()) {
m_streak++;
m_maxStreak = std::max(m_maxStreak, m_streak);
multiplier = std::max(1U, std::min(m_streak, MAX_COMBO));
}
LaserPtr laser(new Laser(GetPlayerOrigin(),
ent->GetOrigin(),
ColourRGB::White()));
AddEffect(laser);
m_player.Fire();
// Don't give an award if this was only a single-char entity.
if (!ent->IsPhraseSingle()) {
AwardType type;
float speed = ent->GetTypingSpeed();
if (speed <= EXCELLENT_SPEED) {
type = AWARD_EXCELLENT;
multiplier *= EXCELLENT_MULTIPLIER;
m_excellents++;
} else if (speed <= GOOD_SPEED) {
type = AWARD_GOOD;
multiplier *= GOOD_MULTIPLIER;
m_goods++;
} else if (speed <= OK_SPEED) {
type = AWARD_OK;
multiplier *= OK_MULTIPLIER;
m_oks++;
} else if (speed <= POOR_SPEED) {
type = AWARD_POOR;
multiplier *= POOR_MULTIPLIER;
m_poors++;
} else {
type = AWARD_BAD;
multiplier *= BAD_MULTIPLIER;
m_bads++;
}
// Display the award on screen.
if (!ent->SuppressAwardDisplay()) {
juzutil::Vector2 screenOrg = m_camera.PerspectiveProject(
ent->GetOrigin());
screenOrg[1] += AWARD_OFFSET;
if (!ent->Unlink()) {
// If the ent isn't dead yet, then nudge the award up
// further to avoid it overlapping the next phrase.
screenOrg[1] += AWARD_OFFSET;
}
AwardPtr award(new Award(screenOrg, type, GetTime()));
AddEffect2d(award);
}
}
m_score += static_cast<float>(ent->GetScore()) * multiplier;
}
void Game::OnKeyDown (SDL_Keycode keycode)
{
if (HasGameEnded()) {
// If we are dead, and we have paused for long enough,
// go back to the main menu on any keypress.
if (GetTime() - END_GAME_SCREEN_PAUSE > m_gameEndTime) {
Activate(false);
if (SCORES.IsHighScore(m_score)) {
MENU.Activate(NewHighScoreMenu::MENU_NAME);
} else {
MENU.Activate(MainMenu::MENU_NAME);
}
}
} else if (!IsPaused() && keycode == SDLK_ESCAPE) {
// Escape pressed, pause and bring up the in-game menu
Pause(true);
MENU.Activate(PauseMenu::MENU_NAME);
}
}
void Game::OnType (char c)
{
using namespace std::placeholders;
bool miss = false;
if (!IsActive()) {
return;
}
if (IsAlive() && !HasGameEnded() && !IsPaused()) {
EntityPtr ent = m_targetEnt.lock();
if (!ent) {
// There is no target entity, look for a entity starting
// with the letter the player has typed.
EntityList::iterator target =
find_if(m_entities.begin(), m_entities.end(),
std::bind(&Entity::StartsWith, _1, c));
if (target == m_entities.end()) {
// We didn't find any targets starting with the letter the
// player typed, this is a miss.
miss = true;
} else {
// We've got a new target.
m_targetEnt = *target;
ent = m_targetEnt.lock();
// Don't want to play the target sound if this entity's
// phrase is a single letter, as we are killing it
// immediately.
if (!ent->IsPhraseSingle()) {
SOUNDS.Play(TARGET_SOUND);
}
m_streakValid = true;
}
}
if (ent) {
bool finished;
bool hit;
ent->OnType(c, &hit, &finished);
miss = !hit;
if (finished) {
// We can miss and still finish the enemy (for example a
// BombEnemy dies on a miss), so only display awards etc.
// if we hit.
if (hit) {
PhraseFinished(ent);
}
m_targetEnt.reset();
}
}
if (miss) {
m_misses++;
m_streakValid = false;
m_streak = 0;
SOUNDS.Play(MISS_SOUND);
} else {
m_hits++;
}
}
}
void Game::Damage()
{
if (m_player.Lives() > 0) {
m_player.Damage();
m_usedLives++;
m_damageTime = GetTime();
for_each(m_entities.begin(),
m_entities.end(),
std::mem_fn(&Entity::OnPlayerDie));
if (m_player.Lives() == 0) {
ExplosionPtr explosion(
new Explosion(GetPlayerOrigin(), ColourRGBA::Red()));
AddEffect(explosion);
EndGame(FINAL_DEATH_PAUSE);
}
}
}
void Game::EndGame(float pause)
{
const float MUSIC_FADE_OUT_TIME = 2.0f;
m_gameEndTime = GetTime() + pause;
Mix_FadeOutMusic(static_cast<int>((pause + MUSIC_FADE_OUT_TIME) * 1000));
}
void Game::StartShortenPhrases()
{
m_shortenPhrasesTime = GetTime();
m_phrases.UseShortPhrases();
}
}