dhewm3/neo/ui/GameBearShootWindow.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

885 lines
22 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "framework/Session_local.h"
#include "sound/sound.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/GameBearShootWindow.h"
#define BEAR_GRAVITY 240
#define BEAR_SIZE 24.f
#define BEAR_SHRINK_TIME 2000.f
#define MAX_WINDFORCE 100.f
idCVar bearTurretAngle( "bearTurretAngle", "0", CVAR_FLOAT, "" );
idCVar bearTurretForce( "bearTurretForce", "200", CVAR_FLOAT, "" );
/*
*****************************************************************************
* BSEntity
****************************************************************************
*/
BSEntity::BSEntity(idGameBearShootWindow* _game) {
game = _game;
visible = true;
entColor = colorWhite;
materialName = "";
material = NULL;
width = height = 8;
rotation = 0.f;
rotationSpeed = 0.f;
fadeIn = false;
fadeOut = false;
position.Zero();
velocity.Zero();
}
BSEntity::~BSEntity() {
}
/*
======================
BSEntity::WriteToSaveGame
======================
*/
void BSEntity::WriteToSaveGame( idFile *savefile ) {
game->WriteSaveGameString( materialName, savefile );
savefile->Write( &width, sizeof(width) );
savefile->Write( &height, sizeof(height) );
savefile->Write( &visible, sizeof(visible) );
savefile->Write( &entColor, sizeof(entColor) );
savefile->Write( &position, sizeof(position) );
savefile->Write( &rotation, sizeof(rotation) );
savefile->Write( &rotationSpeed, sizeof(rotationSpeed) );
savefile->Write( &velocity, sizeof(velocity) );
savefile->Write( &fadeIn, sizeof(fadeIn) );
savefile->Write( &fadeOut, sizeof(fadeOut) );
}
/*
======================
BSEntity::ReadFromSaveGame
======================
*/
void BSEntity::ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game ) {
game = _game;
game->ReadSaveGameString( materialName, savefile );
SetMaterial( materialName );
savefile->Read( &width, sizeof(width) );
savefile->Read( &height, sizeof(height) );
savefile->Read( &visible, sizeof(visible) );
savefile->Read( &entColor, sizeof(entColor) );
savefile->Read( &position, sizeof(position) );
savefile->Read( &rotation, sizeof(rotation) );
savefile->Read( &rotationSpeed, sizeof(rotationSpeed) );
savefile->Read( &velocity, sizeof(velocity) );
savefile->Read( &fadeIn, sizeof(fadeIn) );
savefile->Read( &fadeOut, sizeof(fadeOut) );
}
/*
======================
BSEntity::SetMaterial
======================
*/
void BSEntity::SetMaterial(const char* name) {
materialName = name;
material = declManager->FindMaterial( name );
material->SetSort( SS_GUI );
}
/*
======================
BSEntity::SetSize
======================
*/
void BSEntity::SetSize( float _width, float _height ) {
width = _width;
height = _height;
}
/*
======================
BSEntity::SetVisible
======================
*/
void BSEntity::SetVisible( bool isVisible ) {
visible = isVisible;
}
/*
======================
BSEntity::Update
======================
*/
void BSEntity::Update( float timeslice ) {
if ( !visible ) {
return;
}
// Fades
if ( fadeIn && entColor.w < 1.f ) {
entColor.w += 1 * timeslice;
if ( entColor.w >= 1.f ) {
entColor.w = 1.f;
fadeIn = false;
}
}
if ( fadeOut && entColor.w > 0.f ) {
entColor.w -= 1 * timeslice;
if ( entColor.w <= 0.f ) {
entColor.w = 0.f;
fadeOut = false;
}
}
// Move the entity
position += velocity * timeslice;
// Rotate Entity
rotation += rotationSpeed * timeslice;
}
/*
======================
BSEntity::Draw
======================
*/
void BSEntity::Draw(idDeviceContext *dc) {
if ( visible ) {
dc->DrawMaterialRotated( position.x, position.y, width, height, material, entColor, 1.0f, 1.0f, DEG2RAD(rotation) );
}
}
/*
*****************************************************************************
* idGameBearShootWindow
****************************************************************************
*/
idGameBearShootWindow::idGameBearShootWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idGameBearShootWindow::idGameBearShootWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idGameBearShootWindow::~idGameBearShootWindow() {
entities.DeleteContents(true);
}
/*
=============================
idGameBearShootWindow::WriteToSaveGame
=============================
*/
void idGameBearShootWindow::WriteToSaveGame( idFile *savefile ) {
idWindow::WriteToSaveGame( savefile );
gamerunning.WriteToSaveGame( savefile );
onFire.WriteToSaveGame( savefile );
onContinue.WriteToSaveGame( savefile );
onNewGame.WriteToSaveGame( savefile );
savefile->Write( &timeSlice, sizeof(timeSlice) );
savefile->Write( &timeRemaining, sizeof(timeRemaining) );
savefile->Write( &gameOver, sizeof(gameOver) );
savefile->Write( &currentLevel, sizeof(currentLevel) );
savefile->Write( &goalsHit, sizeof(goalsHit) );
savefile->Write( &updateScore, sizeof(updateScore) );
savefile->Write( &bearHitTarget, sizeof(bearHitTarget) );
savefile->Write( &bearScale, sizeof(bearScale) );
savefile->Write( &bearIsShrinking, sizeof(bearIsShrinking) );
savefile->Write( &bearShrinkStartTime, sizeof(bearShrinkStartTime) );
savefile->Write( &turretAngle, sizeof(turretAngle) );
savefile->Write( &turretForce, sizeof(turretForce) );
savefile->Write( &windForce, sizeof(windForce) );
savefile->Write( &windUpdateTime, sizeof(windUpdateTime) );
int numberOfEnts = entities.Num();
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
for ( int i=0; i<numberOfEnts; i++ ) {
entities[i]->WriteToSaveGame( savefile );
}
int index;
index = entities.FindIndex( turret );
savefile->Write( &index, sizeof(index) );
index = entities.FindIndex( bear );
savefile->Write( &index, sizeof(index) );
index = entities.FindIndex( helicopter );
savefile->Write( &index, sizeof(index) );
index = entities.FindIndex( goal );
savefile->Write( &index, sizeof(index) );
index = entities.FindIndex( wind );
savefile->Write( &index, sizeof(index) );
index = entities.FindIndex( gunblast );
savefile->Write( &index, sizeof(index) );
}
/*
=============================
idGameBearShootWindow::ReadFromSaveGame
=============================
*/
void idGameBearShootWindow::ReadFromSaveGame( idFile *savefile ) {
idWindow::ReadFromSaveGame( savefile );
// Remove all existing entities
entities.DeleteContents(true);
gamerunning.ReadFromSaveGame( savefile );
onFire.ReadFromSaveGame( savefile );
onContinue.ReadFromSaveGame( savefile );
onNewGame.ReadFromSaveGame( savefile );
savefile->Read( &timeSlice, sizeof(timeSlice) );
savefile->Read( &timeRemaining, sizeof(timeRemaining) );
savefile->Read( &gameOver, sizeof(gameOver) );
savefile->Read( &currentLevel, sizeof(currentLevel) );
savefile->Read( &goalsHit, sizeof(goalsHit) );
savefile->Read( &updateScore, sizeof(updateScore) );
savefile->Read( &bearHitTarget, sizeof(bearHitTarget) );
savefile->Read( &bearScale, sizeof(bearScale) );
savefile->Read( &bearIsShrinking, sizeof(bearIsShrinking) );
savefile->Read( &bearShrinkStartTime, sizeof(bearShrinkStartTime) );
savefile->Read( &turretAngle, sizeof(turretAngle) );
savefile->Read( &turretForce, sizeof(turretForce) );
savefile->Read( &windForce, sizeof(windForce) );
savefile->Read( &windUpdateTime, sizeof(windUpdateTime) );
int numberOfEnts;
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
for ( int i=0; i<numberOfEnts; i++ ) {
BSEntity *ent;
ent = new BSEntity( this );
ent->ReadFromSaveGame( savefile, this );
entities.Append( ent );
}
int index;
savefile->Read( &index, sizeof(index) );
turret = entities[index];
savefile->Read( &index, sizeof(index) );
bear = entities[index];
savefile->Read( &index, sizeof(index) );
helicopter = entities[index];
savefile->Read( &index, sizeof(index) );
goal = entities[index];
savefile->Read( &index, sizeof(index) );
wind = entities[index];
savefile->Read( &index, sizeof(index) );
gunblast = entities[index];
}
/*
=============================
idGameBearShootWindow::ResetGameState
=============================
*/
void idGameBearShootWindow::ResetGameState() {
gamerunning = false;
gameOver = false;
onFire = false;
onContinue = false;
onNewGame = false;
// Game moves forward 16 milliseconds every frame
timeSlice = 0.016f;
timeRemaining = 60.f;
goalsHit = 0;
updateScore = false;
bearHitTarget = false;
currentLevel = 1;
turretAngle = 0.f;
turretForce = 200.f;
windForce = 0.f;
windUpdateTime = 0;
bearIsShrinking = false;
bearShrinkStartTime = 0;
bearScale = 1.f;
}
/*
=============================
idGameBearShootWindow::CommonInit
=============================
*/
void idGameBearShootWindow::CommonInit() {
BSEntity * ent;
// Precache sounds
declManager->FindSound( "arcade_beargroan" );
declManager->FindSound( "arcade_sargeshoot" );
declManager->FindSound( "arcade_balloonpop" );
declManager->FindSound( "arcade_levelcomplete1" );
// Precache dynamically used materials
declManager->FindMaterial( "game/bearshoot/helicopter_broken" );
declManager->FindMaterial( "game/bearshoot/goal_dead" );
declManager->FindMaterial( "game/bearshoot/gun_blast" );
ResetGameState();
ent = new BSEntity( this );
turret = ent;
ent->SetMaterial( "game/bearshoot/turret" );
ent->SetSize( 272, 144 );
ent->position.x = -44;
ent->position.y = 260;
entities.Append( ent );
ent = new BSEntity( this );
ent->SetMaterial( "game/bearshoot/turret_base" );
ent->SetSize( 144, 160 );
ent->position.x = 16;
ent->position.y = 280;
entities.Append( ent );
ent = new BSEntity( this );
bear = ent;
ent->SetMaterial( "game/bearshoot/bear" );
ent->SetSize( BEAR_SIZE, BEAR_SIZE );
ent->SetVisible( false );
ent->position.x = 0;
ent->position.y = 0;
entities.Append( ent );
ent = new BSEntity( this );
helicopter = ent;
ent->SetMaterial( "game/bearshoot/helicopter" );
ent->SetSize( 64, 64 );
ent->position.x = 550;
ent->position.y = 100;
entities.Append( ent );
ent = new BSEntity( this );
goal = ent;
ent->SetMaterial( "game/bearshoot/goal" );
ent->SetSize( 64, 64 );
ent->position.x = 550;
ent->position.y = 164;
entities.Append( ent );
ent = new BSEntity( this );
wind = ent;
ent->SetMaterial( "game/bearshoot/wind" );
ent->SetSize( 100, 40 );
ent->position.x = 500;
ent->position.y = 430;
entities.Append( ent );
ent = new BSEntity( this );
gunblast = ent;
ent->SetMaterial( "game/bearshoot/gun_blast" );
ent->SetSize( 64, 64 );
ent->SetVisible( false );
entities.Append( ent );
}
/*
=============================
idGameBearShootWindow::HandleEvent
=============================
*/
const char *idGameBearShootWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
int key = event->evValue;
// need to call this to allow proper focus and capturing on embedded children
const char *ret = idWindow::HandleEvent(event, updateVisuals);
if ( event->evType == SE_KEY ) {
if ( !event->evValue2 ) {
return ret;
}
if ( key == K_MOUSE1) {
// Mouse was clicked
} else {
return ret;
}
}
return ret;
}
/*
=============================
idGameBearShootWindow::ParseInternalVar
=============================
*/
bool idGameBearShootWindow::ParseInternalVar(const char *_name, idParser *src) {
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
gamerunning = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onFire") == 0 ) {
onFire = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onContinue") == 0 ) {
onContinue = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
onNewGame = src->ParseBool();
return true;
}
return idWindow::ParseInternalVar(_name, src);
}
/*
=============================
idGameBearShootWindow::GetWinVarByName
=============================
*/
idWinVar *idGameBearShootWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner) {
idWinVar *retVar = NULL;
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
retVar = &gamerunning;
} else if ( idStr::Icmp(_name, "onFire") == 0 ) {
retVar = &onFire;
} else if ( idStr::Icmp(_name, "onContinue") == 0 ) {
retVar = &onContinue;
} else if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
retVar = &onNewGame;
}
if(retVar) {
return retVar;
}
return idWindow::GetWinVarByName(_name, winLookup, owner);
}
/*
=============================
idGameBearShootWindow::PostParse
=============================
*/
void idGameBearShootWindow::PostParse() {
idWindow::PostParse();
}
/*
=============================
idGameBearShootWindow::Draw
=============================
*/
void idGameBearShootWindow::Draw(int time, float x, float y) {
int i;
//Update the game every frame before drawing
UpdateGame();
for( i = entities.Num()-1; i >= 0; i-- ) {
entities[i]->Draw(dc);
}
}
/*
=============================
idGameBearShootWindow::UpdateTurret
=============================
*/
void idGameBearShootWindow::UpdateTurret() {
idVec2 pt;
idVec2 turretOrig;
idVec2 right;
float dot, angle;
pt.x = gui->CursorX();
pt.y = gui->CursorY();
turretOrig.Set( 80.f, 348.f );
pt = pt - turretOrig;
pt.NormalizeFast();
right.x = 1.f;
right.y = 0.f;
dot = pt * right;
angle = RAD2DEG( acosf( dot ) );
turretAngle = idMath::ClampFloat( 0.f, 90.f, angle );
}
/*
=============================
idGameBearShootWindow::UpdateBear
=============================
*/
void idGameBearShootWindow::UpdateBear() {
int time = gui->GetTime();
bool startShrink = false;
// Apply gravity
bear->velocity.y += BEAR_GRAVITY * timeSlice;
// Apply wind
bear->velocity.x += windForce * timeSlice;
// Check for collisions
if ( !bearHitTarget && !gameOver ) {
idVec2 bearCenter;
bool collision = false;
bearCenter.x = bear->position.x + bear->width/2;
bearCenter.y = bear->position.y + bear->height/2;
if ( bearCenter.x > (helicopter->position.x + 16) && bearCenter.x < (helicopter->position.x + helicopter->width - 29) ) {
if ( bearCenter.y > (helicopter->position.y + 12) && bearCenter.y < (helicopter->position.y + helicopter->height - 7) ) {
collision = true;
}
}
if ( collision ) {
// balloons pop and bear tumbles to ground
helicopter->SetMaterial( "game/bearshoot/helicopter_broken" );
helicopter->velocity.y = 230.f;
goal->velocity.y = 230.f;
session->sw->PlayShaderDirectly( "arcade_balloonpop" );
bear->SetVisible( false );
if ( bear->velocity.x > 0 ) {
bear->velocity.x *= -1.f;
}
bear->velocity *= 0.666f;
bearHitTarget = true;
updateScore = true;
startShrink = true;
}
}
// Check for ground collision
if ( bear->position.y > 380 ) {
bear->position.y = 380;
if ( bear->velocity.Length() < 25 ) {
bear->velocity.Zero();
} else {
startShrink = true;
bear->velocity.y *= -1.f;
bear->velocity *= 0.5f;
if ( bearScale ) {
session->sw->PlayShaderDirectly( "arcade_balloonpop" );
}
}
}
// Bear rotation is based on velocity
float angle;
idVec2 dir;
dir = bear->velocity;
dir.NormalizeFast();
angle = RAD2DEG( atan2( dir.x, dir.y ) );
bear->rotation = angle - 90;
// Update Bear scale
if ( bear->position.x > 650 ) {
startShrink = true;
}
if ( !bearIsShrinking && bearScale && startShrink ) {
bearShrinkStartTime = time;
bearIsShrinking = true;
}
if ( bearIsShrinking ) {
if ( bearHitTarget ) {
bearScale = 1 - ( (float)(time - bearShrinkStartTime) / BEAR_SHRINK_TIME );
} else {
bearScale = 1 - ( (float)(time - bearShrinkStartTime) / 750 );
}
bearScale *= BEAR_SIZE;
bear->SetSize( bearScale, bearScale );
if ( bearScale < 0 ) {
gui->HandleNamedEvent( "EnableFireButton" );
bearIsShrinking = false;
bearScale = 0.f;
if ( bearHitTarget ) {
goal->SetMaterial( "game/bearshoot/goal" );
goal->position.x = 550;
goal->position.y = 164;
goal->velocity.Zero();
goal->velocity.y = (currentLevel-1) * 30;
goal->entColor.w = 0.f;
goal->fadeIn = true;
goal->fadeOut = false;
helicopter->SetVisible( true );
helicopter->SetMaterial( "game/bearshoot/helicopter" );
helicopter->position.x = 550;
helicopter->position.y = 100;
helicopter->velocity.Zero();
helicopter->velocity.y = goal->velocity.y;
helicopter->entColor.w = 0.f;
helicopter->fadeIn = true;
helicopter->fadeOut = false;
}
}
}
}
/*
=============================
idGameBearShootWindow::UpdateHelicopter
=============================
*/
void idGameBearShootWindow::UpdateHelicopter() {
if ( bearHitTarget && bearIsShrinking ) {
if ( helicopter->velocity.y != 0 && helicopter->position.y > 264 ) {
helicopter->velocity.y = 0;
goal->velocity.y = 0;
helicopter->SetVisible( false );
goal->SetMaterial( "game/bearshoot/goal_dead" );
session->sw->PlayShaderDirectly( "arcade_beargroan", 1 );
helicopter->fadeOut = true;
goal->fadeOut = true;
}
} else if ( currentLevel > 1 ) {
int height = helicopter->position.y;
float speed = (currentLevel-1) * 30;
if ( height > 240 ) {
helicopter->velocity.y = -speed;
goal->velocity.y = -speed;
} else if ( height < 30 ) {
helicopter->velocity.y = speed;
goal->velocity.y = speed;
}
}
}
/*
=============================
idGameBearShootWindow::UpdateButtons
=============================
*/
void idGameBearShootWindow::UpdateButtons() {
if ( onFire ) {
idVec2 vec;
gui->HandleNamedEvent( "DisableFireButton" );
session->sw->PlayShaderDirectly( "arcade_sargeshoot" );
bear->SetVisible( true );
bearScale = 1.f;
bear->SetSize( BEAR_SIZE, BEAR_SIZE );
vec.x = idMath::Cos( DEG2RAD(turretAngle) );
vec.x += ( 1 - vec.x ) * 0.18f;
vec.y = -idMath::Sin( DEG2RAD(turretAngle) );
turretForce = bearTurretForce.GetFloat();
bear->position.x = 80 + ( 96 * vec.x );
bear->position.y = 334 + ( 96 * vec.y );
bear->velocity.x = vec.x * turretForce;
bear->velocity.y = vec.y * turretForce;
gunblast->position.x = 55 + ( 96 * vec.x );
gunblast->position.y = 310 + ( 100 * vec.y );
gunblast->SetVisible( true );
gunblast->entColor.w = 1.f;
gunblast->rotation = turretAngle;
gunblast->fadeOut = true;
bearHitTarget = false;
onFire = false;
}
}
/*
=============================
idGameBearShootWindow::UpdateScore
=============================
*/
void idGameBearShootWindow::UpdateScore() {
if ( gameOver ) {
gui->HandleNamedEvent( "GameOver" );
return;
}
goalsHit++;
gui->SetStateString( "player_score", va("%i", goalsHit ) );
// Check for level progression
if ( !(goalsHit % 5) ) {
currentLevel++;
gui->SetStateString( "current_level", va("%i", currentLevel ) );
session->sw->PlayShaderDirectly( "arcade_levelcomplete1", 3 );
timeRemaining += 30;
}
}
/*
=============================
idGameBearShootWindow::UpdateGame
=============================
*/
void idGameBearShootWindow::UpdateGame() {
int i;
if ( onNewGame ) {
ResetGameState();
goal->position.x = 550;
goal->position.y = 164;
goal->velocity.Zero();
helicopter->position.x = 550;
helicopter->position.y = 100;
helicopter->velocity.Zero();
bear->SetVisible( false );
bearTurretAngle.SetFloat( 0.f );
bearTurretForce.SetFloat( 200.f );
gamerunning = true;
}
if ( onContinue ) {
gameOver = false;
timeRemaining = 60.f;
onContinue = false;
}
if(gamerunning == true) {
int current_time = gui->GetTime();
idRandom rnd( current_time );
// Check for button presses
UpdateButtons();
if ( bear ) {
UpdateBear();
}
if ( helicopter && goal ) {
UpdateHelicopter();
}
// Update Wind
if ( windUpdateTime < current_time ) {
float scale;
int width;
windForce = rnd.CRandomFloat() * ( MAX_WINDFORCE * 0.75f );
if (windForce > 0) {
windForce += ( MAX_WINDFORCE * 0.25f );
wind->rotation = 0;
} else {
windForce -= ( MAX_WINDFORCE * 0.25f );
wind->rotation = 180;
}
scale = 1.f - (( MAX_WINDFORCE - idMath::Fabs(windForce) ) / MAX_WINDFORCE);
width = 100*scale;
if ( windForce < 0 ) {
wind->position.x = 500 - width + 1;
} else {
wind->position.x = 500;
}
wind->SetSize( width, 40 );
windUpdateTime = current_time + 7000 + rnd.RandomInt(5000);
}
// Update turret rotation angle
if ( turret ) {
turretAngle = bearTurretAngle.GetFloat();
turret->rotation = turretAngle;
}
for( i = 0; i < entities.Num(); i++ ) {
entities[i]->Update( timeSlice );
}
// Update countdown timer
timeRemaining -= timeSlice;
timeRemaining = idMath::ClampFloat( 0.f, 99999.f, timeRemaining );
gui->SetStateString( "time_remaining", va("%2.1f", timeRemaining ) );
if ( timeRemaining <= 0.f && !gameOver ) {
gameOver = true;
updateScore = true;
}
if ( updateScore ) {
UpdateScore();
updateScore = false;
}
}
}