Adding project
parent
e4a5f6b5a9
commit
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@ -0,0 +1,109 @@
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#include <allegro5/allegro.h>
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#include <allegro5/allegro_font.h>
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#include <allegro5/allegro_primitives.h>
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#include <string>
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#include "cursor.h"
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using std::string;
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using std::vector;
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template<class T>
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Cursor<T>::Cursor()
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{
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active = false;
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}
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//Give items to the cursor, and set the selected item to be the first
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template<class T>
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void Cursor<T>::activate(std::vector<T> _items)
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{
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items = _items;
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selected = 0;
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active = true;
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}
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//Functionality that was not used for this game, may be used in future projects.
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template<class T>
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void Cursor<T>::deactivate()
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{
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active = false;
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}
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//Draw the menu options on the screen based on the x and y coordinates for the menu to start at
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template<class T>
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void Cursor<T>::draw(float _x_start, float _y_start, float _y_offset, ALLEGRO_FONT* _font) {
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vector<string> items_text = get_item_strings();
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x_start = _x_start;
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y_start = _y_start;
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y_offset = _y_offset;
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font = _font;
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for (unsigned int i = 0; i < items_text.size(); i++) {
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al_draw_text(font, al_map_rgb(255, 255, 255), x_start, y_start + (y_offset*i), ALLEGRO_ALIGN_LEFT, items_text.at(i).c_str());
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}
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update_selector();
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}
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//Change the selection of the cursor
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template<class T>
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void Cursor<T>::down()
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{
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if (selected < items.size() - 1) {
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selected++;
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redraw();
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}
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}
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template<class T>
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void Cursor<T>::up()
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{
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if (selected > 0) {
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selected--;
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redraw();
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}
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}
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template<class T>
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T Cursor<T>::get_selected() {
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return items.at(selected);
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}
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//Clear screen before drawing menu
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template<class T>
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void Cursor<T>::redraw()
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{
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al_clear_to_color(al_map_rgb(0, 0, 0));
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draw(x_start, y_start, y_offset, font);
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}
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//Draw selector to highlight proper selected item
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template<class T>
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void Cursor<T>::update_selector() {
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ALLEGRO_COLOR white = al_map_rgb(255, 255, 255);
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float offset = y_offset * selected;
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float x1 = x_start - 5;
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float y1 = y_start + offset;
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float x2 = x_start - 5;
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float y2 = y_start + 5 + offset;
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float x3 = x_start - 1;
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float y3 = y_start + 2.5 + offset;
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al_draw_filled_triangle(x1, y1, x2, y2, x3, y3, white);
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}
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//Define how the template will function when given various types. Only string was needed for this project.
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template Cursor<string>::Cursor();
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template void Cursor<string>::activate(std::vector<string> _options);
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template void Cursor<string>::deactivate();
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template void Cursor<string>::draw(float x_start, float y_start, float _y_offset, ALLEGRO_FONT* font);
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template void Cursor<string>::redraw();
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template void Cursor<string>::up();
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template void Cursor<string>::down();
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template string Cursor<string>::get_selected();
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template void Cursor<string>::update_selector();
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vector<string> Cursor<string>::get_item_strings() {
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return items;
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}
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@ -0,0 +1,32 @@
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#pragma once
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#include <allegro5/allegro.h>
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#include <allegro5/allegro_font.h>
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#include <vector>
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//Default object used for menues
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template <class T>
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class Cursor {
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public:
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std::vector<T> items;
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unsigned int selected;
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bool active;
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Cursor();
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void activate(std::vector<T> _items);
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void deactivate();
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void draw(float _x_start, float _y_start, float _y_offset, ALLEGRO_FONT* _font);
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void up();
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void down();
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T get_selected();
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private:
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float x_start;
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float y_start;
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float y_offset;
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ALLEGRO_FONT* font;
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std::vector<std::string> get_item_strings();
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void update_selector();
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void redraw();
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};
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@ -0,0 +1,8 @@
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#pragma once
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enum State {
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Start,
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Gameplay,
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End,
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Exit
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};
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@ -0,0 +1,113 @@
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#include "game.h"
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#include "start_screen.h"
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#include "game_screen.h"
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#include "result_screen.h"
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using std::string;
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using std::map;
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using std::pair;
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Game::Game() {
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}
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//Load all global data for the game: sprites, audio, and font.
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void Game::init() {
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score = 0;
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state = Start;
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Title", al_load_bitmap("logo.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Mr. Man", al_load_bitmap("MrMan.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Mr. Manager", al_load_bitmap("BigMrManager.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Mr. ManagerSad", al_load_bitmap("mrmanagersad.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Mr. ManagerHappy", al_load_bitmap("mrmanagerhappy.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("KeyUp", al_load_bitmap("small_key_up.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Spacebar", al_load_bitmap("spacebar.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Employee", al_load_bitmap("employee.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("EmployeeHappy", al_load_bitmap("employee_happy.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("EmployeeSad", al_load_bitmap("employee_sad.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("Conveyor", al_load_bitmap("conveyor.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("KeyCtrl", al_load_bitmap("small_key_ctrl.bmp")));
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sprites.insert(pair<string, ALLEGRO_BITMAP*>("KeyH", al_load_bitmap("small_key_h.bmp")));
|
||||
sprites.insert(pair<string, ALLEGRO_BITMAP*>("KeyM", al_load_bitmap("small_key_m.bmp")));
|
||||
sprites.insert(pair<string, ALLEGRO_BITMAP*>("KeyEsc", al_load_bitmap("small_key_esc.bmp")));
|
||||
sprites.insert(pair<string, ALLEGRO_BITMAP*>("MusicOn", al_load_bitmap("music_on.bmp")));
|
||||
sprites.insert(pair<string, ALLEGRO_BITMAP*>("MusicOff", al_load_bitmap("music_off.bmp")));
|
||||
|
||||
al_reserve_samples(4);
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("Theme", al_load_sample("rasputin.wav")));
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("Move", al_load_sample("move.wav")));
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("Catch", al_load_sample("catch.wav")));
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("Fall", al_load_sample("fall.wav")));
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("Place", al_load_sample("place.wav")));
|
||||
samples.insert(pair<string, ALLEGRO_SAMPLE*>("LevelUp", al_load_sample("level.wav")));
|
||||
|
||||
font = al_create_builtin_font();
|
||||
}
|
||||
|
||||
//Was not used in this project
|
||||
void Game::reset() {
|
||||
}
|
||||
|
||||
//Run the game state machine
|
||||
void Game::run() {
|
||||
//Load screens
|
||||
|
||||
int difficulty = 1; //Difficulty to run
|
||||
bool EXTREME_ON = false; //Flag for EXTREME easter egg
|
||||
while (state != Exit) {
|
||||
al_clear_to_color(al_map_rgb(0, 0, 0));
|
||||
switch (state) {
|
||||
case Start:
|
||||
start_screen.run(font);
|
||||
if (start_screen.next_state == EXTREME) {
|
||||
EXTREME_ON = true;
|
||||
state = Hard;
|
||||
}
|
||||
else {
|
||||
state = start_screen.next_state;
|
||||
}
|
||||
break;
|
||||
//The same set of code will be run for any difficulty state
|
||||
case Easy:
|
||||
case Medium:
|
||||
case Hard:
|
||||
//But we need to check once here whether the difficulty value needs to be adjusted
|
||||
switch (state) {
|
||||
case Medium:
|
||||
difficulty = 3;
|
||||
result_screen.prev_state = Medium;
|
||||
break;
|
||||
case Hard:
|
||||
difficulty = 5;
|
||||
result_screen.prev_state = Hard;
|
||||
break;
|
||||
}
|
||||
if (EXTREME_ON) {
|
||||
game_screen.reset(5, 5, difficulty); //If the EXTREME easter egg is enabled, the game will be run with 5 lines on hard mode
|
||||
}
|
||||
else {
|
||||
game_screen.reset(3, 5, difficulty);
|
||||
}
|
||||
EXTREME_ON = false;
|
||||
game_screen.run(font);
|
||||
state = game_screen.next_state;
|
||||
break;
|
||||
case End:
|
||||
//Send proper finishing values for this game to the result screen
|
||||
result_screen.score = game_screen.score;
|
||||
result_screen.difficulty = game_screen.difficulty;
|
||||
result_screen.run(font);
|
||||
state = result_screen.next_state;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Garbage collection
|
||||
map<string, ALLEGRO_BITMAP*>::iterator it;
|
||||
for (it = sprites.begin(); it != sprites.end(); it++) {
|
||||
al_destroy_bitmap(it->second);
|
||||
}
|
||||
map<string, ALLEGRO_SAMPLE*>::iterator it2;
|
||||
for (it2 = samples.begin(); it2 != samples.end(); it2++) {
|
||||
al_destroy_sample(it2->second);
|
||||
}
|
||||
}
|
@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_font.h>
|
||||
#include <allegro5/allegro_image.h>
|
||||
#include <allegro5/allegro_primitives.h>
|
||||
#include <allegro5/allegro_audio.h>
|
||||
#include <allegro5/allegro_acodec.h>
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
#include "enums.h"
|
||||
|
||||
//Game state machine, contains data global to game
|
||||
class Game {
|
||||
public:
|
||||
//Allegro elements
|
||||
ALLEGRO_FONT* font;
|
||||
|
||||
//Game elements
|
||||
State state;
|
||||
|
||||
int score;
|
||||
|
||||
std::map<std::string, ALLEGRO_BITMAP*> sprites;
|
||||
std::map<std::string, ALLEGRO_SAMPLE*> samples;
|
||||
|
||||
Game();
|
||||
|
||||
void init();
|
||||
void run();
|
||||
|
||||
private:
|
||||
void reset();
|
||||
};
|
@ -0,0 +1,148 @@
|
||||
#pragma once
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_image.h>
|
||||
#include <allegro5/allegro_audio.h>
|
||||
#include <allegro5/allegro_acodec.h>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <map>
|
||||
#include <ctime>
|
||||
|
||||
#include "game_screen.h"
|
||||
|
||||
#define FPS 60
|
||||
|
||||
using std::vector;
|
||||
using std::string;
|
||||
using std::ostringstream;
|
||||
using std::map;
|
||||
using std::pair;
|
||||
|
||||
enum KEYS {
|
||||
KEYUP, KEYDOWN, KEYSPACE, KEYCTRL, KEYH, KEYM, KEYESC
|
||||
};
|
||||
|
||||
GameScreen::GameScreen(std::map<std::string, ALLEGRO_BITMAP*> _sprites, std::map<std::string, ALLEGRO_SAMPLE*> _samples) {
|
||||
sprites = _sprites;
|
||||
samples = _samples;
|
||||
srand(time(NULL)); //Seed random number generator with current time so sequence is unique each run
|
||||
}
|
||||
|
||||
//Resets game to default values, and uses new given values
|
||||
void GameScreen::reset(int _lines, int _max_catchers, int _difficulty) {
|
||||
|
||||
}
|
||||
|
||||
//If a sample needs to be played while it is still being played, it will be stopped first.
|
||||
//Admittedly this was a hack solution to the fact that my sound effect samples are too long.
|
||||
//In future projects I will use a better program for sound effect creation that does not have a large minimum length for audio export.
|
||||
void play(ALLEGRO_SAMPLE_INSTANCE* x) {
|
||||
if (al_get_sample_instance_playing(x)) {
|
||||
al_stop_sample_instance(x);
|
||||
}
|
||||
al_play_sample_instance(x);
|
||||
}
|
||||
|
||||
void GameScreen::run(ALLEGRO_FONT* font) {
|
||||
ALLEGRO_EVENT_QUEUE* event_queue = NULL;
|
||||
event_queue = al_create_event_queue();
|
||||
al_register_event_source(event_queue, al_get_keyboard_event_source());
|
||||
|
||||
ALLEGRO_TIMER* timer = NULL;
|
||||
timer = al_create_timer(1.0 / FPS); //Universally a "tick" in the context of the game is 1/10 of a second.
|
||||
al_register_event_source(event_queue, al_get_timer_event_source(timer));
|
||||
|
||||
redraw(font);
|
||||
al_flip_display();
|
||||
|
||||
bool keys[ALLEGRO_KEY_MAX];
|
||||
for (int i = 0; i < ALLEGRO_KEY_MAX; i++) keys[i] = false;
|
||||
|
||||
al_start_timer(timer);
|
||||
bool exit_screen;
|
||||
while (!exit_screen) {
|
||||
ALLEGRO_EVENT ev;
|
||||
al_wait_for_event(event_queue, &ev);
|
||||
if (ev.type == ALLEGRO_EVENT_TIMER) {
|
||||
if (keys[KEYUP]) {
|
||||
//Up is pressed!
|
||||
}
|
||||
}
|
||||
if (ev.type == ALLEGRO_EVENT_KEY_DOWN) {
|
||||
switch (ev.keyboard.keycode) {
|
||||
case ALLEGRO_KEY_DOWN:
|
||||
keys[KEYDOWN] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_UP:
|
||||
keys[KEYUP] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_SPACE:
|
||||
keys[KEYSPACE] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_M:
|
||||
keys[KEYM] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_H:
|
||||
keys[KEYH] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_ESCAPE:
|
||||
keys[KEYESC] = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_LCTRL:
|
||||
case ALLEGRO_KEY_RCTRL:
|
||||
keys[KEYCTRL] = true;
|
||||
break;
|
||||
}
|
||||
if (ev.type == ALLEGRO_EVENT_KEY_UP) {
|
||||
switch (ev.keyboard.keycode) {
|
||||
case ALLEGRO_KEY_DOWN:
|
||||
keys[KEYDOWN] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_UP:
|
||||
keys[KEYUP] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_SPACE:
|
||||
keys[KEYSPACE] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_M:
|
||||
keys[KEYM] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_H:
|
||||
keys[KEYH] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_ESCAPE:
|
||||
keys[KEYESC] = false;
|
||||
break;
|
||||
case ALLEGRO_KEY_LCTRL:
|
||||
case ALLEGRO_KEY_RCTRL:
|
||||
keys[KEYCTRL] = false;
|
||||
break;
|
||||
}
|
||||
//Global refresh
|
||||
al_clear_to_color(al_map_rgb(0, 0, 0));
|
||||
redraw(font);
|
||||
al_flip_display();
|
||||
}
|
||||
}
|
||||
if (next_state != Exit) { //If the game loop was exited naturally rather than forced by Esc
|
||||
cont();
|
||||
}
|
||||
|
||||
//Garbage collection
|
||||
al_destroy_event_queue(event_queue);
|
||||
al_destroy_timer(timer);
|
||||
}
|
||||
|
||||
//Redraw all elements of the screen
|
||||
void GameScreen::redraw(ALLEGRO_FONT* font) {
|
||||
|
||||
}
|
||||
|
||||
void GameScreen::back() {
|
||||
next_state = Exit;
|
||||
}
|
||||
|
||||
void GameScreen::cont() {
|
||||
next_state = End;
|
||||
}
|
@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_audio.h>
|
||||
#include "screen.h"
|
||||
|
||||
//Main screen for gameplay
|
||||
class GameScreen : public Screen {
|
||||
public:
|
||||
std::map<std::string, ALLEGRO_BITMAP*> sprites;
|
||||
std::map<std::string, ALLEGRO_SAMPLE*> samples;
|
||||
unsigned int selected;
|
||||
int max_catchers;
|
||||
int catchers;
|
||||
int score;
|
||||
int difficulty;
|
||||
bool music;
|
||||
|
||||
GameScreen(std::map<std::string, ALLEGRO_BITMAP*> _sprites, std::map<std::string, ALLEGRO_SAMPLE*> _samples);
|
||||
|
||||
void reset(int _lines, int _max_catchers, int _difficulty);
|
||||
void run(ALLEGRO_FONT* font);
|
||||
void redraw(ALLEGRO_FONT* font);
|
||||
void back();
|
||||
void cont();
|
||||
};
|
@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Allegro" version="5.2.4.0" targetFramework="native" />
|
||||
<package id="AllegroDeps" version="1.7.0.0" targetFramework="native" />
|
||||
</packages>
|
@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_font.h>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
#include "enums.h"
|
||||
|
||||
//Screen base class, implemented by every game screen
|
||||
class Screen {
|
||||
public:
|
||||
State next_state;
|
||||
std::map<std::string, ALLEGRO_BITMAP*> sprites;
|
||||
|
||||
virtual void run(ALLEGRO_FONT* font) = 0;
|
||||
virtual void redraw(ALLEGRO_FONT* font) = 0;
|
||||
virtual void back() = 0;
|
||||
virtual void cont() = 0;
|
||||
};
|
@ -0,0 +1,136 @@
|
||||
#include "start_screen.h"
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
using std::vector;
|
||||
using std::string;
|
||||
|
||||
StartScreen::StartScreen(std::map<std::string, ALLEGRO_BITMAP*> _sprites) {
|
||||
vector<string> menu_options;
|
||||
menu_options.push_back("Easy"); //Select Difficulty
|
||||
menu_options.push_back("Medium");
|
||||
menu_options.push_back("Hard");
|
||||
menu_options.push_back("Quit"); //Quit game
|
||||
menu.activate(menu_options);
|
||||
|
||||
sprites = _sprites;
|
||||
}
|
||||
|
||||
//Run screen
|
||||
void StartScreen::run(ALLEGRO_FONT * font) {
|
||||
ALLEGRO_EVENT_QUEUE* event_queue = NULL;
|
||||
event_queue = al_create_event_queue();
|
||||
al_register_event_source(event_queue, al_get_keyboard_event_source());
|
||||
|
||||
redraw(font);
|
||||
menu.draw(300.0, 400.0, 20.0, font);
|
||||
al_flip_display();
|
||||
|
||||
bool ctrl = false;
|
||||
bool exit_screen = false;
|
||||
while (!exit_screen) {
|
||||
ALLEGRO_EVENT ev;
|
||||
al_wait_for_event(event_queue, &ev);
|
||||
|
||||
if (ev.type == ALLEGRO_EVENT_KEY_DOWN) {
|
||||
switch (ev.keyboard.keycode) {
|
||||
case ALLEGRO_KEY_UP:
|
||||
//Move cursor up
|
||||
menu.up();
|
||||
break;
|
||||
case ALLEGRO_KEY_DOWN:
|
||||
//Move cursor down
|
||||
menu.down();
|
||||
break;
|
||||
case ALLEGRO_KEY_SPACE:
|
||||
if (ctrl) { //If the ctrl key is held regardless of option, they will enter EXTREME easter egg mode
|
||||
next_state = EXTREME;
|
||||
}
|
||||
else {
|
||||
cont(); //Otherwise select the menu item
|
||||
}
|
||||
|
||||
exit_screen = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_ESCAPE:
|
||||
//Force quit game
|
||||
back();
|
||||
exit_screen = true;
|
||||
break;
|
||||
case ALLEGRO_KEY_LCTRL:
|
||||
case ALLEGRO_KEY_RCTRL:
|
||||
ctrl = true; //ctrl is held down
|
||||
break;
|
||||
}
|
||||
redraw(font);
|
||||
al_flip_display();
|
||||
}
|
||||
if (ev.type == ALLEGRO_EVENT_KEY_UP) {
|
||||
if (ev.keyboard.keycode == ALLEGRO_KEY_LCTRL || ev.keyboard.keycode == ALLEGRO_KEY_RCTRL) {
|
||||
ctrl = false; //ctrl is released
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Garbage collection
|
||||
al_destroy_event_queue(event_queue);
|
||||
}
|
||||
|
||||
void StartScreen::redraw(ALLEGRO_FONT* font) {
|
||||
al_draw_bitmap(sprites["Title"], SCREEN_W / 2 - 240, 20, NULL); //logo
|
||||
al_draw_bitmap(sprites["Mr. Manager"], SCREEN_W / 2 - 40, 120, NULL); //manager
|
||||
for (int i = 1; i < 7; i++) {
|
||||
al_draw_bitmap(sprites["Mr. Man"], SCREEN_W / 8 * i + 14, SCREEN_H / 2 - 30, NULL); //army of catchers
|
||||
}
|
||||
|
||||
//Instructions
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 10, ALLEGRO_ALIGN_CENTER, "Mr. Manager wants to run a teambuilding exercise for his employees.");
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 20, ALLEGRO_ALIGN_CENTER, "Help Mr.Manager place his 5 catchers at the end of his");
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 30, ALLEGRO_ALIGN_CENTER, "conveyor belts to make sure no other employees fall off.");
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 40, ALLEGRO_ALIGN_CENTER, "Try to catch enough to help the team bond!");
|
||||
|
||||
//Keys and their associated functions
|
||||
al_draw_bitmap(sprites["KeyUp"], SCREEN_W / 8, SCREEN_H / 2 + 60, NULL);
|
||||
al_draw_bitmap(sprites["KeyUp"], SCREEN_W / 8 + 34, SCREEN_H / 2 + 60, ALLEGRO_FLIP_VERTICAL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 68, SCREEN_H / 1.5 - 10, ALLEGRO_ALIGN_LEFT, "Up and down - Move cursor");
|
||||
|
||||
al_draw_bitmap(sprites["Spacebar"], SCREEN_W / 8 + 20, SCREEN_H / 2 + 100, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 68, SCREEN_H / 1.3 - 20, ALLEGRO_ALIGN_LEFT, "Spacebar - ");
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 150, SCREEN_H / 1.3 - 15, ALLEGRO_ALIGN_LEFT, "Place Employee");
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 150, SCREEN_H / 1.3 - 25, ALLEGRO_ALIGN_LEFT, "Select Menu Item");
|
||||
|
||||
al_draw_bitmap(sprites["KeyEsc"], SCREEN_W / 8 + 20, SCREEN_H / 2 + 140, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 68, SCREEN_H / 2 + 150, ALLEGRO_ALIGN_LEFT, "Exit Game");
|
||||
|
||||
al_draw_bitmap(sprites["KeyCtrl"], SCREEN_W / 2 + 40, SCREEN_H / 2 + 60, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 70, SCREEN_H / 1.5 - 10, ALLEGRO_ALIGN_LEFT, "+");
|
||||
al_draw_bitmap(sprites["KeyH"], SCREEN_W / 2 + 78, SCREEN_H / 2 + 60, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 113, SCREEN_H / 1.5 - 10, ALLEGRO_ALIGN_LEFT, "Help menu");
|
||||
|
||||
al_draw_bitmap(sprites["KeyCtrl"], SCREEN_W / 2 + 40, SCREEN_H / 2 + 100, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 70, SCREEN_H / 2 + 110, ALLEGRO_ALIGN_LEFT, "+");
|
||||
al_draw_bitmap(sprites["KeyM"], SCREEN_W / 2 + 78, SCREEN_H / 2 + 100, NULL);
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 113, SCREEN_H / 1.3 - 20, ALLEGRO_ALIGN_LEFT, "Toggle Music");
|
||||
|
||||
al_draw_text(font, al_map_rgb(255, 255, 255), 0, SCREEN_H - 10, ALLEGRO_ALIGN_LEFT, "Copyright 2019 Braydon Kains");
|
||||
}
|
||||
|
||||
void StartScreen::back() {
|
||||
next_state = Exit;
|
||||
}
|
||||
|
||||
void StartScreen::cont() {
|
||||
if (menu.get_selected() == "Easy") {
|
||||
next_state = Easy;
|
||||
}
|
||||
else if (menu.get_selected() == "Medium") {
|
||||
next_state = Medium;
|
||||
}
|
||||
else if (menu.get_selected() == "Hard") {
|
||||
next_state = Hard;
|
||||
}
|
||||
else {
|
||||
next_state = Exit;
|
||||
}
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include "screen.h"
|
||||
#include "cursor.h"
|
||||
|
||||
//Starting menu
|
||||
class StartScreen : public Screen {
|
||||
public:
|
||||
Cursor<std::string> menu;
|
||||
std::map<std::string, ALLEGRO_BITMAP*> sprites;
|
||||
|
||||
StartScreen(std::map<std::string, ALLEGRO_BITMAP*> _sprites);
|
||||
|
||||
void run(ALLEGRO_FONT* font);
|
||||
void redraw(ALLEGRO_FONT* font);
|
||||
void back();
|
||||
void cont();
|
||||
};
|
Loading…
Reference in New Issue