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276 lines
9.9 KiB
C++
276 lines
9.9 KiB
C++
#include <allegro5/allegro.h>
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#include <allegro5/allegro_image.h>
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#include <allegro5/allegro_audio.h>
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#include <allegro5/allegro_acodec.h>
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#include <vector>
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#include <string>
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#include <sstream>
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#include <map>
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#include <ctime>
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#include "game_screen.h"
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#define FPS 60
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using std::vector;
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using std::string;
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using std::ostringstream;
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using std::map;
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using std::pair;
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GameScreen::GameScreen(std::map<std::string, ALLEGRO_BITMAP*> _sprites, std::map<std::string, ALLEGRO_SAMPLE*> _samples) {
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sprites = _sprites;
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samples = _samples;
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srand(time(NULL)); //Seed random number generator with current time so sequence is unique each run
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}
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//Resets game to default values, and uses new given values
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void GameScreen::reset(int _lines, int _max_catchers, int _difficulty) {
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lines.clear();
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for (int i = 0; i < _lines; i++) {
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Line new_line(SCREEN_W / 2, SCREEN_H / _lines * i, sprites);
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lines.push_back(new_line);
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}
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selected = 0;
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max_catchers = _max_catchers;
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catchers = 0;
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score = 0;
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difficulty = _difficulty;
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music = true;
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}
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//If a sample needs to be played while it is still being played, it will be stopped first.
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//Admittedly this was a hack solution to the fact that my sound effect samples are too long.
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//In future projects I will use a better program for sound effect creation that does not have a large minimum length for audio export.
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void play(ALLEGRO_SAMPLE_INSTANCE* x) {
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if (al_get_sample_instance_playing(x)) {
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al_stop_sample_instance(x);
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}
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al_play_sample_instance(x);
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}
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void GameScreen::run(ALLEGRO_FONT* font) {
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//Map that represents difficulty scale
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map<int, double> difficulty_map;
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difficulty_map.insert(pair<int, int>(1, 15));
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difficulty_map.insert(pair<int, int>(2, 12));
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difficulty_map.insert(pair<int, int>(3, 10));
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difficulty_map.insert(pair<int, int>(4, 8));
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difficulty_map.insert(pair<int, int>(5, 5));
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difficulty_map.insert(pair<int, int>(6, 3));
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difficulty_map.insert(pair<int, int>(7, 2));
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ALLEGRO_EVENT_QUEUE* event_queue = NULL;
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event_queue = al_create_event_queue();
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al_register_event_source(event_queue, al_get_keyboard_event_source());
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ALLEGRO_TIMER* timer = NULL;
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timer = al_create_timer(0.1); //Universally a "tick" in the context of the game is 1/10 of a second.
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al_register_event_source(event_queue, al_get_timer_event_source(timer));
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redraw(font);
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al_flip_display();
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//Create map of sample instances. This is more memory efficient than play samples over and over again individually,
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//and allows the anti-overlap functionality implemented above.
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map<string, ALLEGRO_SAMPLE_INSTANCE*> instances;
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map<string, ALLEGRO_SAMPLE*>::iterator it;
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for (it = samples.begin(); it != samples.end(); it++) {
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instances.insert(pair<string, ALLEGRO_SAMPLE_INSTANCE*>(it->first, al_create_sample_instance(it->second)));
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al_attach_sample_instance_to_mixer(instances[it->first], al_get_default_mixer());
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}
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al_set_sample_instance_playmode(instances["Theme"], ALLEGRO_PLAYMODE_LOOP);
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play(instances["Theme"]);
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int ticks = 0; //Counts the number of ticks, this is used to determine when to move the lines
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bool exit_screen = false;
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bool ctrl = false; //whether ctrl key is currently held
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bool help = false; //whether help screen is currently displayed
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al_start_timer(timer);
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while (!exit_screen) {
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ALLEGRO_EVENT ev;
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al_wait_for_event(event_queue, &ev);
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if (ev.type == ALLEGRO_EVENT_TIMER) {
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if (ticks == difficulty_map[difficulty]) { //If at the current difficulty level, the lines are due to move
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int add_to = rand() % (lines.size() + 1); //Randomly decide which line to add to, with a 1/lines.size() chance of not adding
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for (unsigned int i = 0; i < lines.size(); i++) {
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if (i == add_to) {
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lines.at(i).add_employee();
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}
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lines.at(i).move(); //Every line will move regardless of any factors
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if (lines.at(i).fall) { //If an employee has fallen, the game is over
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map<string, ALLEGRO_SAMPLE_INSTANCE*>::iterator in_it;
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for (in_it = instances.begin(); in_it != instances.end(); in_it++) {
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al_stop_sample_instance(in_it->second);
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}
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al_play_sample_instance(instances["Fall"]);
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exit_screen = true;
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al_clear_to_color(al_map_rgb(0, 0, 0));
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redraw(font);
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al_flip_display();
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al_rest(2.0);
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}
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else if (lines.at(i).caught) { //If an employee is caught, add to the score and then check if difficulty should be adjusted
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play(instances["Catch"]);
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catchers--;
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score++;
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if ((score == 10 || score == 20 || score == 30 || score == 40 || score == 50 || score == 75 || score == 100) && difficulty < 7) {
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play(instances["LevelUp"]);
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difficulty++;
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}
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}
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}
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//Refresh screen
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al_clear_to_color(al_map_rgb(0, 0, 0));
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redraw(font);
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al_flip_display();
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ticks = 0; //reset ticks
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}
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else {
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//if not time to move, add to ticks
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ticks++;
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}
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}
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if (ev.type == ALLEGRO_EVENT_KEY_DOWN) {
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switch (ev.keyboard.keycode) {
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case ALLEGRO_KEY_DOWN:
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play(instances["Move"]);
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if (selected < lines.size() - 1) selected++;
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break;
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case ALLEGRO_KEY_UP:
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play(instances["Move"]);
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if (selected > 0) selected--;
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break;
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case ALLEGRO_KEY_SPACE:
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if (catchers < max_catchers) {
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if (!lines.at(selected).catchers[2]) {
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play(instances["Place"]);
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lines.at(selected).add_catcher();
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catchers++;
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}
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}
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break;
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case ALLEGRO_KEY_M:
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//Toggle music
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if (ctrl) {
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if (music) {
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al_stop_sample_instance(instances["Theme"]);
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}
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else {
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al_play_sample_instance(instances["Theme"]);
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}
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music = !music;
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}
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break;
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case ALLEGRO_KEY_H:
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if (ctrl) {
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help = true; //help screen is up
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//Draw the help screen
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al_clear_to_color(al_map_rgb(0, 0, 0));
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 20, ALLEGRO_ALIGN_CENTER, "Place catchers at the ends of the conveyors");
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 30, ALLEGRO_ALIGN_CENTER, "You can place 3 catchers per conveyor");
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2, SCREEN_H / 2 + 40, ALLEGRO_ALIGN_CENTER, "Make sure to keep track of how many catchers you have left");
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al_draw_bitmap(sprites["KeyUp"], SCREEN_W / 8, SCREEN_H / 2 + 60, NULL);
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al_draw_bitmap(sprites["KeyUp"], SCREEN_W / 8 + 34, SCREEN_H / 2 + 60, ALLEGRO_FLIP_VERTICAL);
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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");
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al_draw_bitmap(sprites["Spacebar"], SCREEN_W / 8 + 20, SCREEN_H / 2 + 100, NULL);
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 68, SCREEN_H / 1.3 - 20, ALLEGRO_ALIGN_LEFT, "Spacebar - ");
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 8 + 150, SCREEN_H / 1.3 - 15, ALLEGRO_ALIGN_LEFT, "Place Employee");
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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");
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al_draw_bitmap(sprites["KeyEsc"], SCREEN_W / 2 + 58, SCREEN_H / 2 + 60, NULL);
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 113, SCREEN_H / 1.5 - 10, ALLEGRO_ALIGN_LEFT, "Close menu");
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al_draw_bitmap(sprites["KeyCtrl"], SCREEN_W / 2 + 40, SCREEN_H / 2 + 100, NULL);
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 70, SCREEN_H / 2 + 110, ALLEGRO_ALIGN_LEFT, "+");
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al_draw_bitmap(sprites["KeyM"], SCREEN_W / 2 + 78, SCREEN_H / 2 + 100, NULL);
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W / 2 + 113, SCREEN_H / 1.3 - 20, ALLEGRO_ALIGN_LEFT, "Toggle Music");
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al_flip_display();
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while (help) { //While the help screen is still down
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ALLEGRO_EVENT unhelp;
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al_wait_for_event(event_queue, &unhelp);
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if (unhelp.type == ALLEGRO_EVENT_KEY_DOWN) {
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if (unhelp.keyboard.keycode == ALLEGRO_KEY_ESCAPE) {
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help = false; //Take the help screen down
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}
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}
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}
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}
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break;
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case ALLEGRO_KEY_ESCAPE:
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//Force quit game
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back();
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exit_screen = true;
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break;
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case ALLEGRO_KEY_LCTRL:
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case ALLEGRO_KEY_RCTRL:
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ctrl = true; //ctrl is held
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break;
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}
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if (ev.type == ALLEGRO_EVENT_KEY_UP) {
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if (ev.keyboard.keycode == ALLEGRO_KEY_LCTRL || ev.keyboard.keycode == ALLEGRO_KEY_RCTRL) {
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ctrl = false; //ctrl is released
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}
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}
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//Global refresh
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al_clear_to_color(al_map_rgb(0, 0, 0));
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redraw(font);
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al_flip_display();
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}
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}
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if (next_state != Exit) { //If the game loop was exited naturally rather than forced by Esc
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cont();
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}
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//Garbage collection
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al_destroy_event_queue(event_queue);
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al_destroy_timer(timer);
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map<string, ALLEGRO_SAMPLE_INSTANCE*>::iterator it2;
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for (it2 = instances.begin(); it2 != instances.end(); it2++) {
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al_destroy_sample_instance(it2->second);
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}
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}
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//Redraw all elements of the screen
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void GameScreen::redraw(ALLEGRO_FONT* font) {
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al_draw_bitmap(sprites["Mr. Manager"], 80, 0 + (SCREEN_H / lines.size() * selected), NULL); //Draw the manager based on which line is selected
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for (unsigned int i = 0; i < lines.size(); i++) { //Draw each line
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lines.at(i).draw();
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}
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//Display score, number of catchers, current difficulty level, and whether the music is on or off
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ostringstream score_msg;
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score_msg << "Score: " << score;
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W - 90, 0, ALLEGRO_ALIGN_LEFT, score_msg.str().c_str());
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al_draw_bitmap(sprites["Mr. Man"], SCREEN_W - 90, 20, NULL);
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ostringstream catcher_msg;
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catcher_msg << " x " << max_catchers - catchers;
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W - 50, 30, ALLEGRO_ALIGN_LEFT, catcher_msg.str().c_str());
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ostringstream difficulty_msg;
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difficulty_msg << "Level: " << difficulty;
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al_draw_text(font, al_map_rgb(255, 255, 255), SCREEN_W - 90, 75, ALLEGRO_ALIGN_LEFT, difficulty_msg.str().c_str());
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string music_img = (music) ? "MusicOn" : "MusicOff";
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al_draw_bitmap(sprites[music_img], SCREEN_W - 60, 90, NULL);
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}
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void GameScreen::back() {
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next_state = Exit;
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}
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void GameScreen::cont() {
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next_state = End;
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}
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