mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
340 lines
6.3 KiB
C++
340 lines
6.3 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "../framework/Session_local.h"
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "gamelaserduckwindow.h"
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#define BEAR_GRAVITY 240
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#define BEAR_SIZE 24.f
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#define BEAR_SHRINK_TIME 2000.f
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#define MAX_WINDFORCE 100.f
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/*
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*****************************************************************************
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* LaserDuckEntity
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****************************************************************************
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*/
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LaserDuckEntity::LaserDuckEntity(idGameLaserDuckWindow* _game) {
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game = _game;
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visible = true;
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entColor = colorWhite;
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materialName = "";
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material = NULL;
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width = height = 8;
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rotation = 0.f;
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rotationSpeed = 0.f;
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fadeIn = false;
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fadeOut = false;
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position.Zero();
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velocity.Zero();
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}
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LaserDuckEntity::~LaserDuckEntity() {
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}
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/*
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======================
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LaserDuckEntity::WriteToSaveGame
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======================
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*/
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void LaserDuckEntity::WriteToSaveGame( idFile *savefile ) {
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game->WriteSaveGameString( materialName, savefile );
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savefile->Write( &width, sizeof(width) );
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savefile->Write( &height, sizeof(height) );
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savefile->Write( &visible, sizeof(visible) );
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savefile->Write( &entColor, sizeof(entColor) );
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savefile->Write( &position, sizeof(position) );
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savefile->Write( &rotation, sizeof(rotation) );
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savefile->Write( &rotationSpeed, sizeof(rotationSpeed) );
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savefile->Write( &velocity, sizeof(velocity) );
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savefile->Write( &fadeIn, sizeof(fadeIn) );
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savefile->Write( &fadeOut, sizeof(fadeOut) );
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}
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/*
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======================
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LaserDuckEntity::ReadFromSaveGame
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======================
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*/
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void LaserDuckEntity::ReadFromSaveGame( idFile *savefile, idGameLaserDuckWindow* _game ) {
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game = _game;
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game->ReadSaveGameString( materialName, savefile );
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SetMaterial( materialName );
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savefile->Read( &width, sizeof(width) );
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savefile->Read( &height, sizeof(height) );
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savefile->Read( &visible, sizeof(visible) );
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savefile->Read( &entColor, sizeof(entColor) );
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savefile->Read( &position, sizeof(position) );
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savefile->Read( &rotation, sizeof(rotation) );
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savefile->Read( &rotationSpeed, sizeof(rotationSpeed) );
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savefile->Read( &velocity, sizeof(velocity) );
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savefile->Read( &fadeIn, sizeof(fadeIn) );
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savefile->Read( &fadeOut, sizeof(fadeOut) );
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}
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/*
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======================
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LaserDuckEntity::SetMaterial
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======================
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*/
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void LaserDuckEntity::SetMaterial(const char* name)
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{
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materialName = name;
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material = declManager->FindMaterial( name );
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material->SetSort( SS_GUI );
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}
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/*
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======================
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LaserDuckEntity::SetSize
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======================
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*/
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void LaserDuckEntity::SetSize( float _width, float _height ) {
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width = _width;
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height = _height;
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}
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/*
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======================
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LaserDuckEntity::SetVisible
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======================
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*/
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void LaserDuckEntity::SetVisible( bool isVisible ) {
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visible = isVisible;
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}
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/*
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======================
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LaserDuckEntity::Update
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======================
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*/
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void LaserDuckEntity::Update( float timeslice )
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{
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if ( !visible ) {
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return;
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}
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// Fades
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if ( fadeIn && entColor.w < 1.f ) {
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entColor.w += 1 * timeslice;
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if ( entColor.w >= 1.f ) {
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entColor.w = 1.f;
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fadeIn = false;
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}
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}
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if ( fadeOut && entColor.w > 0.f ) {
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entColor.w -= 1 * timeslice;
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if ( entColor.w <= 0.f ) {
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entColor.w = 0.f;
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fadeOut = false;
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}
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}
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// Move the entity
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position += velocity * timeslice;
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// Rotate Entity
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rotation += rotationSpeed * timeslice;
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}
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/*
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======================
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LaserDuckEntity::Draw
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======================
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*/
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void LaserDuckEntity::Draw(idDeviceContext *dc)
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{
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if ( visible )
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{
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dc->DrawMaterialRotated( position.x, position.y, width, height, material, entColor, 1.0f, 1.0f, DEG2RAD(rotation) );
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}
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}
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idGameLaserDuckWindow::idGameLaserDuckWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
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dc = d;
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gui = g;
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CommonInit();
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}
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idGameLaserDuckWindow::idGameLaserDuckWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idGameLaserDuckWindow::~idGameLaserDuckWindow() {
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entities.DeleteContents(true);
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}
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void idGameLaserDuckWindow::WriteToSaveGame( idFile *savefile )
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{
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}
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void idGameLaserDuckWindow::ReadFromSaveGame( idFile *savefile )
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{
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}
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void idGameLaserDuckWindow::ResetGameState() {
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gamerunning = false;
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onNewGame = false;
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}
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void idGameLaserDuckWindow::CommonInit() {
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LaserDuckEntity * ent;
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// Precache sounds
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//declManager->FindSound( "arcade_beargroan" );
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//declManager->FindMaterial( "game/bearshoot/helicopter_broken" );
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declManager->FindMaterial( "game/laserduck/duck" );
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ResetGameState();
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ent = new LaserDuckEntity( this );
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duck = ent;
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ent->SetMaterial( "game/laserduck/duck" );
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ent->SetSize( BEAR_SIZE, BEAR_SIZE );
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ent->SetVisible( true );
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ent->position.x = 32;
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ent->position.y = 32;
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entities.Append( ent );
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}
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const char *idGameLaserDuckWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals)
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{
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int key = event->evValue;
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// need to call this to allow proper focus and capturing on embedded children
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const char *ret = idWindow::HandleEvent(event, updateVisuals);
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if ( event->evType == SE_KEY )
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{
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if ( !event->evValue2 )
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{
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return ret;
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}
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if ( key == K_MOUSE1)
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{
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// Mouse was clicked
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}
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else
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{
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return ret;
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}
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}
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return ret;
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}
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bool idGameLaserDuckWindow::ParseInternalVar(const char *_name, idParser *src) {
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if ( idStr::Icmp(_name, "gamerunning") == 0 )
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{
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gamerunning = src->ParseBool();
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return true;
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}
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if ( idStr::Icmp(_name, "onNewGame") == 0 )
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{
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onNewGame = src->ParseBool();
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return true;
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}
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return idWindow::ParseInternalVar(_name, src);
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}
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idWinVar *idGameLaserDuckWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner)
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{
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idWinVar *retVar = NULL;
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if ( idStr::Icmp(_name, "gamerunning") == 0 )
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{
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retVar = &gamerunning;
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}
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else if ( idStr::Icmp(_name, "onNewGame") == 0 )
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{
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retVar = &onNewGame;
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}
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if(retVar)
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{
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return retVar;
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}
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return idWindow::GetWinVarByName(_name, winLookup, owner);
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}
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void idGameLaserDuckWindow::PostParse()
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{
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idWindow::PostParse();
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}
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void idGameLaserDuckWindow::Draw(int time, float x, float y)
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{
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int i;
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//Update the game every frame before drawing
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UpdateGame();
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for( i = entities.Num()-1; i >= 0; i-- )
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{
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entities[i]->Draw(dc);
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}
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}
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const char *idGameLaserDuckWindow::Activate(bool activate)
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{
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return "";
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}
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void idGameLaserDuckWindow::UpdateButtons()
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{
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}
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void idGameLaserDuckWindow::UpdateGame()
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{
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//this->duck->position.x = this->duck->position.x + 1;
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}
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