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GameBase.cpp
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#include "stdafx.h"
#include "GameBase.h"
CGameBase::CGameBase() : m_nLevel(0), m_nLife(0), m_nSpeed(0), m_nCurScore(0)
{
}
CGameBase::~CGameBase()
{
}
void CGameBase::Start()
{
// Clear all bricks state
INIT_BOOL_ARRAY(m_arrBrickState);
UpdateAllBrickState();
// Initialize stage
m_enGameStage = STAGE_NORMAL;
// Initialize boom data
m_stBoomAnimData.bVisibleFlag = false;
m_stBoomAnimData.nCurFrameCount = 0;
m_stBoomAnimData.nInterval = 0;
m_stBoomAnimData.stPos.x = 0;
m_stBoomAnimData.stPos.y = 0;
// Initialize add score data
m_stAddScoreData.nCount = 0;
m_stAddScoreData.nInterval = 0;
}
void CGameBase::End()
{
}
void CGameBase::Update(float dt)
{
}
EnGameID CGameBase::GetGameID()
{
return GAMEID_MAX;
}
void CGameBase::OnButtonEvent(const SEventContextButton* pButtonEvent)
{
}
bool CGameBase::SaveData(bool bForceFlag)
{
return false;
}
void CGameBase::ImportContext(const SEventContextGameStart* pGameStart)
{
if (pGameStart == nullptr)
{
return;
}
m_nLevel = pGameStart->nLevel;
m_nSpeed = pGameStart->nSpeed;
m_nLife = pGameStart->nLife;
m_nCurScore = pGameStart->nScore;
UpdateGameData();
// Update small bricks
InitSmallBricks();
}
bool CGameBase::GetBrickState(int nBrickID)
{
if (nBrickID >= ROW_COUNT * COLUMN_COUNT || nBrickID < 0)
{
return false;
}
return m_arrBrickState[nBrickID];
}
bool CGameBase::GetSmallBrickState(int nBrickID)
{
if (nBrickID >= SMALL_BRICK_COUNT || nBrickID < 0)
{
return false;
}
return m_arrSmallBrickState[nBrickID];
}
void CGameBase::UpdateBrickState(int nBrickID, bool bState, bool bUpdateFlag /*= false*/)
{
if (nBrickID >= ROW_COUNT * COLUMN_COUNT || nBrickID < 0)
{
return;
}
if (m_arrBrickState[nBrickID] != bState)
{
m_arrBrickState[nBrickID] = bState;
m_mapUpdateBricks[nBrickID] = bState;
}
if (bUpdateFlag && !m_mapUpdateBricks.empty())
{
SEventContextBrickStateUpdate stUpdateContext;
stUpdateContext.bSmallBrickFlag = false;
stUpdateContext.mapUpdateBricks = m_mapUpdateBricks;
g_oEventEngine.FireEvent(EVENT_BRICKSTATE_UPDATE, (const char*)&stUpdateContext, sizeof(stUpdateContext));
m_mapUpdateBricks.clear();
}
}
void CGameBase::UpdateSmallBrickState(int nBrickID, bool bState, bool bUpdateFlag /*= false*/)
{
if (nBrickID >= SMALL_BRICK_COUNT || nBrickID < 0)
{
return;
}
if (m_arrSmallBrickState[nBrickID] != bState)
{
m_arrSmallBrickState[nBrickID] = bState;
m_mapUpdateSmallBricks[nBrickID] = bState;
}
if (bUpdateFlag && !m_mapUpdateSmallBricks.empty())
{
SEventContextBrickStateUpdate stUpdateContext;
stUpdateContext.bSmallBrickFlag = true;
stUpdateContext.mapUpdateBricks = m_mapUpdateSmallBricks;
g_oEventEngine.FireEvent(EVENT_BRICKSTATE_UPDATE, (const char*)&stUpdateContext, sizeof(stUpdateContext));
m_mapUpdateSmallBricks.clear();
}
}
void CGameBase::UpdateAllBrickState()
{
for (int nBrickID = 0; nBrickID < ROW_COUNT * COLUMN_COUNT; ++nBrickID)
{
m_mapUpdateBricks[nBrickID] = m_arrBrickState[nBrickID];
}
SEventContextBrickStateUpdate stUpdateContext;
stUpdateContext.bSmallBrickFlag = false;
stUpdateContext.mapUpdateBricks = m_mapUpdateBricks;
g_oEventEngine.FireEvent(EVENT_BRICKSTATE_UPDATE, (const char*)&stUpdateContext, sizeof(stUpdateContext));
m_mapUpdateBricks.clear();
}
void CGameBase::UpdateAllSmallBrickState()
{
for (int nBrickID = 0; nBrickID < SMALL_BRICK_COUNT; ++nBrickID)
{
m_mapUpdateSmallBricks[nBrickID] = m_arrSmallBrickState[nBrickID];
}
SEventContextBrickStateUpdate stUpdateContext;
stUpdateContext.bSmallBrickFlag = true;
stUpdateContext.mapUpdateBricks = m_mapUpdateSmallBricks;
g_oEventEngine.FireEvent(EVENT_BRICKSTATE_UPDATE, (const char*)&stUpdateContext, sizeof(stUpdateContext));
m_mapUpdateSmallBricks.clear();
}
int CGameBase::Random(int nLow, int nHigh)
{
bool bSameTime = true;
static time_t stLastTime = 0;
time_t tCurTime = time(nullptr);
if (difftime(tCurTime, stLastTime) > 0)
{
srand((unsigned)time(nullptr));
stLastTime = tCurTime;
bSameTime = false;
}
vector<int> vecNum;
for (int i = nLow; i < nHigh; ++i)
{
vecNum.push_back(i);
}
random_shuffle(vecNum.begin(), vecNum.end());
int iIndex = 0;
if (bSameTime)
{
iIndex = rand() % vecNum.size();
}
return vecNum[iIndex];
}
void CGameBase::UpdateGameData(int nGameID /*= GAMEID_MAX*/)
{
if (nGameID == GAMEID_MAX)
{
nGameID = GetGameID();
if (nGameID < GAMEID_IDMIN || nGameID >= GAMEID_MAX)
{
nGameID = GET_INTVALUE("GAME", GAMEID_IDMIN);
}
}
int nMaxScore = CGameLogic::GetInstance()->GetDataManager()->GetHighScore(nGameID);
SEventContextDataUpdate stDataUpdate = {m_nSpeed, m_nLevel, m_nCurScore, nMaxScore };
g_oEventEngine.FireEvent(EVENT_DATA_UPDATE, (const char*)&stDataUpdate, sizeof(stDataUpdate));
}
void CGameBase::AddScore(int nAddScore)
{
//Play effect
PlayEffect(EFFECT_ADD);
m_nCurScore = min(m_nCurScore + nAddScore, SCORE_MAX);
CGameLogic::GetInstance()->GetDataManager()->SetHighScore(GetGameID(), m_nCurScore);
UpdateGameData();
}
void CGameBase::UpdateSpeed(bool bUpdateFlag)
{
if (++m_nSpeed >= SPEED_MAX)
{
m_nSpeed = 0;
if (++m_nLevel >= LEVEL_MAX)
{
m_nLevel = 0;
}
}
if (bUpdateFlag)
{
UpdateGameData();
}
}
void CGameBase::InitSmallBricks()
{
INIT_BOOL_ARRAY(m_arrSmallBrickState);
for (int nIndex = 0; nIndex < m_nLife; ++nIndex)
{
m_arrSmallBrickState[nIndex] = true;
}
UpdateAllSmallBrickState();
}
void CGameBase::AddScoreInPassStage(float dt, int nAddScore)
{
m_stAddScoreData.nInterval += dt;
if (m_stAddScoreData.nInterval < GAME_PASS_ADD_SCORE_INTERVAL)
{
return;
}
// Update count
m_stAddScoreData.nInterval = 0;
if (++m_stAddScoreData.nCount >= GAME_PASS_ADD_SCORE_COUNT)
{
UpdateSpeed(false);
// Restart
Start();
// Update
Update(0);
}
// Add score
AddScore(nAddScore);
}
void CGameBase::UpdateBoomAnim(float dt, bool& bUpdateFlag)
{
m_stBoomAnimData.nInterval += dt;
if (m_stBoomAnimData.nInterval < BOOM_ANIM_FRAME_INTERVAL)
{
return;
}
m_stBoomAnimData.nInterval = 0;
if (++m_stBoomAnimData.nCurFrameCount >= BOOM_ANIM_FRAME_COUNT)
{
if (m_nLife > 0)
{
if (--m_nLife <= 0)
{
// Go to the over game
SwitchToOverGame();
return;
}
// Update small bricks
InitSmallBricks();
// Restart
Start();
}
return;
}
m_stBoomAnimData.bVisibleFlag = !m_stBoomAnimData.bVisibleFlag;
bUpdateFlag = true;
}
void CGameBase::GameOverWithBoomAnim(const POSITION& stPos)
{
m_enGameStage = STAGE_FAIL;
// Play effect
PlayEffect(EFFECT_BOOM);
// Vibrate
Vibrate();
// Init boom anim
m_stBoomAnimData.nCurFrameCount = 0;
m_stBoomAnimData.nInterval = 0;
m_stBoomAnimData.bVisibleFlag = true;
m_stBoomAnimData.stPos = stPos;
for (int nRowIdx = 0; nRowIdx < BOOM_ROW_COUNT; ++nRowIdx)
{
for (int nColIdx = 0; nColIdx < BOOM_COLUMN_COUNT; ++nColIdx)
{
int nPosX = m_stBoomAnimData.stPos.x + nRowIdx;
int nPosY = m_stBoomAnimData.stPos.y + nColIdx;
if (nPosX >= ROW_COUNT)
{
m_stBoomAnimData.stPos.x -= (nPosX - (ROW_COUNT - 1));
}
else if (nPosX < 0)
{
m_stBoomAnimData.stPos.x += -nPosX;
}
if (nPosY >= COLUMN_COUNT)
{
m_stBoomAnimData.stPos.y -= (nPosY - (COLUMN_COUNT - 1));
}
else if (nPosY < 0)
{
m_stBoomAnimData.stPos.y += -nPosY;
}
}
}
}
bool CGameBase::DrawBoom()
{
if (m_enGameStage != STAGE_FAIL)
{
return false;
}
for (int nRowIdx = 0; nRowIdx < BOOM_ROW_COUNT; ++nRowIdx)
{
for (int nColIdx = 0; nColIdx < BOOM_COLUMN_COUNT; ++nColIdx)
{
int nPosX = m_stBoomAnimData.stPos.x + nRowIdx;
int nPosY = m_stBoomAnimData.stPos.y + nColIdx;
int nBrickID = GET_BRICKID(nPosX, nPosY);
UpdateBrickState(nBrickID, m_stBoomAnimData.bVisibleFlag && BOOM_SHAPE[nRowIdx][nColIdx]);
}
}
return true;
}
bool CGameBase::GetNextPos(POSITION& stPos, int nDir)
{
switch (nDir)
{
case DIR_RIGHT:
++stPos.y;
break;
case DIR_LEFT:
--stPos.y;
break;
case DIR_UP:
--stPos.x;
break;
case DIR_DOWN:
++stPos.x;
break;
default:
return false;
break;
}
if (stPos.x < 0 || stPos.x >= ROW_COUNT
|| stPos.y < 0 || stPos.y >= COLUMN_COUNT)
{
return false;
}
return true;
}
void CGameBase::PlayEffect(const char* szSound)
{
SEventPlayEffect stEffect = { szSound };
g_oEventEngine.FireEvent(EVENT_PLAY_EFFECT, (const char*)&stEffect, sizeof(stEffect));
}
void CGameBase::PlayBGM(bool bPlayFlag /*= true*/, bool bLoopFlag /*= true*/)
{
SEventPlayBGM stBGM = { bPlayFlag, bLoopFlag };
g_oEventEngine.FireEvent(EVENT_PLAY_BGM, (const char*)&stBGM, sizeof(stBGM));
}
void CGameBase::Vibrate(bool bShortFlag /*= false*/)
{
SEventVibrate stEvent = { bShortFlag };
g_oEventEngine.FireEvent(EVENT_VIBRATE, (const char*)&stEvent, sizeof(stEvent));
}
void CGameBase::SwitchToOverGame()
{
// Save data
SaveData(false);
// Fire game over event
SEventContextGameOver stGameOverContext = {};
g_oEventEngine.FireEvent(EVENT_GAME_OVER, (const char*)&stGameOverContext, sizeof(stGameOverContext));
// Start over game
SEventContextGameStart stStartGame;
stStartGame.nGameID = GAMEID_OVER;
stStartGame.nLevel = 0;
stStartGame.nLife = 0;
stStartGame.nSpeed = 0;
stStartGame.nScore = m_nCurScore;
g_oEventEngine.FireEvent(EVENT_GAME_START, (const char*)&stStartGame, sizeof(stStartGame));
}