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commandergenius/project/jni/application/alienblaster/setDifficulty.cpp

237 lines
7.8 KiB
C++

/***************************************************************************
alienBlaster
Copyright (C) 2004
Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
This program 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 2, or (at your option)
any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************/
using namespace std;
#include "setDifficulty.h"
#include "global.h"
#include "surfaceDB.h"
#include "mixer.h"
#include "video.h"
#include "font.h"
#include "settings.h"
#include "racer.h"
#include "racers.h"
SetDifficulty::SetDifficulty( SdlCompat_AcceleratedSurface *scr ) {
screen = scr;
introSprite = surfaceDB.loadSurface( FN_ALIENBLASTER_INTRO );
activeChoiceSprite = surfaceDB.loadSurface( FN_INTRO_SHOW_CHOICE );
font = new Font( FN_FONT_INTRO );
fontHighlighted = new Font( FN_FONT_INTRO_HIGHLIGHTED );
lightFighterIcon1 = surfaceDB.loadSurface( FN_LIGHT_FIGHTER_1_ICON );
lightFighterIcon2 = surfaceDB.loadSurface( FN_LIGHT_FIGHTER_2_ICON );
heavyFighterIcon1 = surfaceDB.loadSurface( FN_HEAVY_FIGHTER_1_ICON );
heavyFighterIcon2 = surfaceDB.loadSurface( FN_HEAVY_FIGHTER_2_ICON );
choose = Mixer::mixer().loadSample( FN_SOUND_INTRO_CHOOSE, 100 );
confirm = Mixer::mixer().loadSample( FN_SOUND_INTRO_CONFIRM, 100 );
activeChoice = 0;
playerOneLightFighter = true;
playerTwoLightFighter = false;
}
SetDifficulty::~SetDifficulty() {}
void SetDifficulty::run( GameStates &gameState, bool onePlayerGame ) {
activeChoice = 0;
SetDifficulty::onePlayerGame = onePlayerGame;
draw();
while ( gameState == GS_SET_DIFFICULTY ) {
handleEvents( gameState );
draw();
SDL_Delay( 50 );
}
}
bool SetDifficulty::getPlayerOneLightFighter() {
return playerOneLightFighter;
}
bool SetDifficulty::getPlayerTwoLightFighter() {
return playerTwoLightFighter;
}
void SetDifficulty::draw() {
videoserver->clearScreen();
SDL_Rect r;
r.x = screen->w / 2 - introSprite->w / 2;
r.y = 0;
r.w = introSprite->w;
r.h = introSprite->h;
SDL_BlitSurface( introSprite, 0, screen, &r );
for ( int i = 0; i < NR_DIFFICULTY_CHOICES; i++ ) {
if( activeChoice == i ) {
r.x = 230 - activeChoiceSprite->w - 8;
r.y = 258 + i * 40;
r.w = activeChoiceSprite->w;
r.h = activeChoiceSprite->h;
SDL_BlitSurface( activeChoiceSprite, 0, screen, &r );
fontHighlighted->drawStr( screen, 230, 260 + i * 40, SET_DIFFICULTY_CHOICES[ i ] );
} else {
font->drawStr( screen, 230, 260 + i * 40, SET_DIFFICULTY_CHOICES[ i ] );
}
if( onePlayerGame ) {
font->drawStr( screen, 20, 20, "1-Player" );
font->drawStr( screen, 100, 270, "Player 1", FONT_ALIGN_CENTERED );
if ( playerOneLightFighter ) {
r.x = 100 - lightFighterIcon1->w / 2;
r.y = 340 - lightFighterIcon1->h / 2;
r.w = lightFighterIcon1->w;
r.h = lightFighterIcon1->h;
SDL_BlitSurface( lightFighterIcon1, 0, screen, &r );
} else {
r.x = 100 - heavyFighterIcon1->w / 2;
r.y = 340 - heavyFighterIcon1->h / 2;
r.w = heavyFighterIcon1->w;
r.h = heavyFighterIcon1->h;
SDL_BlitSurface( heavyFighterIcon1, 0, screen, &r );
}
fontHighlighted->drawStr( screen, 100, 400, "Press \"Volume Up\"", FONT_ALIGN_CENTERED );
fontHighlighted->drawStr( screen, 100, 430, "To Change", FONT_ALIGN_CENTERED );
}
else {
font->drawStr( screen, 20, 20, "2-Player" );
font->drawStr( screen, 100, 270, "Player 1", FONT_ALIGN_CENTERED );
if ( playerOneLightFighter ) {
r.x = 100 - lightFighterIcon1->w / 2;
r.y = 340 - lightFighterIcon1->h / 2;
r.w = lightFighterIcon1->w;
r.h = lightFighterIcon1->h;
SDL_BlitSurface( lightFighterIcon1, 0, screen, &r );
} else {
r.x = 100 - heavyFighterIcon1->w / 2;
r.y = 340 - heavyFighterIcon1->h / 2;
r.w = heavyFighterIcon1->w;
r.h = heavyFighterIcon1->h;
SDL_BlitSurface( heavyFighterIcon1, 0, screen, &r );
}
fontHighlighted->drawStr( screen, 100, 400, "Press \"Volume Up\"", FONT_ALIGN_CENTERED );
fontHighlighted->drawStr( screen, 100, 430, "To Change", FONT_ALIGN_CENTERED );
font->drawStr( screen, 560, 270, "Player 2", FONT_ALIGN_CENTERED );
if ( playerTwoLightFighter ) {
r.x = 560 - lightFighterIcon1->w / 2;
r.y = 340 - lightFighterIcon1->h / 2;
r.w = lightFighterIcon2->w;
r.h = lightFighterIcon2->h;
SDL_BlitSurface( lightFighterIcon2, 0, screen, &r );
} else {
r.x = 560 - heavyFighterIcon1->w / 2;
r.y = 340 - heavyFighterIcon1->h / 2;
r.w = heavyFighterIcon2->w;
r.h = heavyFighterIcon2->h;
SDL_BlitSurface( heavyFighterIcon2, 0, screen, &r );
}
fontHighlighted->drawStr( screen, 560, 400, "Press \"Volume Down\"", FONT_ALIGN_CENTERED );
fontHighlighted->drawStr( screen, 560, 430, "To Change", FONT_ALIGN_CENTERED );
}
}
SDL_Flip( screen );
}
void SetDifficulty::handleEvents( GameStates &gameState ) {
SDL_Event event;
while ( SDL_PollEvent(&event) ) {
switch(event.type) {
case SDL_KEYDOWN: {
switch ( event.key.keysym.sym ) {
case SDLK_PAGEUP: {
playerOneLightFighter = !playerOneLightFighter;
break;
}
case SDLK_PAGEDOWN: {
playerTwoLightFighter = !playerTwoLightFighter;
break;
}
case SDLK_F5: {
//SDL_WM_ToggleFullScreen( screen );
break;
}
case SDLK_F7: {
if ( playMusicOn ) {
playMusicOn = false;
Mixer::mixer().stopMusic();
} else {
playMusicOn = true;
Mixer::mixer().playMusic( MUSIC_INTRO, -1, 1000 );
}
break;
}
case SDLK_UP: {
Mixer::mixer().playSample( choose, 0 );
activeChoice--;
if ( activeChoice < 0 ) activeChoice = NR_DIFFICULTY_CHOICES - 1;
break;
}
case SDLK_DOWN: {
Mixer::mixer().playSample( choose, 0 );
activeChoice = (activeChoice + 1) % NR_DIFFICULTY_CHOICES;
break;
}
case SDLK_ESCAPE: {
gameState = GS_INTRO;
break;
}
case SDLK_RETURN: {
Mixer::mixer().playSample( confirm, 0 );
switch (activeChoice) {
case DIFFICULTY_0: {
difficultyLevel = 0;
gameState = GS_PLAYON;
break;
}
case DIFFICULTY_1: {
difficultyLevel = 1;
gameState = GS_PLAYON;
break;
}
case DIFFICULTY_2: {
difficultyLevel = 2;
gameState = GS_PLAYON;
break;
}
case DIFFICULTY_3: {
difficultyLevel = 3;
gameState = GS_PLAYON;
break;
}
case BACK_TO_MAIN_MENU: {
gameState = GS_INTRO;
break;
}
}
break;
}
default: break;
}
break;
}
case SDL_QUIT: {
gameState = GS_QUIT;
break;
}
default: break;
}
}
}