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splash, attract, credits implemented and working ok. Needs start game…
…/title screen.
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// | ||
// Created by Michael Schwartz on 11/4/20. | ||
// | ||
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#include "GAttractProcess.h" | ||
#include "GEnemyProcess.h" | ||
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static const TInt8 TYPEWRITER_SPEED = 10; | ||
static const TInt8 LINE_HEIGHT = 26; | ||
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static const char scout_text[] = "SCOUT"; | ||
static const char bomber_text[] = "BOMBER"; | ||
static const char assault_text[] = "ASSAULT"; | ||
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static const char credits1[] = "CRAFTED BY:\nMODUS CREATE\nDECEMBER 2017"; | ||
static const char credits2[] = "MUSIC and SFX:\nJ. GARCIA"; | ||
static const char credits3[] = | ||
"ART:\nM. TINTIUC\nJV DALEN\nJD JONES\nJ. GARCIA"; | ||
static const char credits4[] = | ||
"PROGRAMMING:\nM. SCHWARTZ\nJ. GARCIA\nM. TINTIUC\n"; | ||
static const char credits5[] = | ||
"PROGRAMMING:\nD. BRIGNOLI\nS. LEMMONS\nA. DENNIS"; | ||
static const char credits6[] = "PROGRAMMING:\nV. POPA\nL. STILL\nG. GRISOGONO"; | ||
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const TInt8 MAX_SCREEN = 2; | ||
const TInt8 MAX_CREDITS = 5; | ||
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enum { | ||
STATE_TYPEWRITER, | ||
STATE_NEXT, | ||
}; | ||
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GAttractProcess::GAttractProcess() : BProcess() { | ||
// mSprite = new GVectorSprite(); | ||
// gGameEngine->AddSprite(mSprite); | ||
auto *ad = (TAttractData *) &mData; | ||
ad->screen = 0; | ||
InitScreen(); | ||
// Sound::play_sound(SFX_NEXT_ATTRACT_SCREEN); | ||
mState = STATE_TYPEWRITER; | ||
} | ||
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GAttractProcess::~GAttractProcess() { | ||
// | ||
} | ||
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TBool GAttractProcess::RunBefore() { | ||
return ETrue; | ||
} | ||
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TBool GAttractProcess::RunAfter() { | ||
switch (mState) { | ||
case STATE_TYPEWRITER: | ||
return TypewriterState(); | ||
case STATE_NEXT: | ||
return NextState(); | ||
default: | ||
Panic("invalid state: mState(%d)", mState); | ||
} | ||
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return ETrue; | ||
} | ||
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void GAttractProcess::InitScreen(TInt16 x, TInt16 y) { | ||
auto *ad = &mData; | ||
if (gGame->GetState() == GAME_STATE_ATTRACT_MODE) { | ||
switch (ad->screen) { | ||
case 0: | ||
ad->enemy = ENEMY_SCOUT; | ||
ad->text = scout_text; | ||
x = 125; | ||
y = 60; | ||
break; | ||
case 1: | ||
ad->enemy = ENEMY_BOMBER; | ||
ad->text = bomber_text; | ||
x = 117; | ||
y = 60; | ||
break; | ||
case 2: | ||
ad->enemy = ENEMY_ASSAULT; | ||
ad->text = assault_text; | ||
x = 110; | ||
y = 60; | ||
break; | ||
} | ||
} else { | ||
ad->enemy = -1; | ||
switch (ad->screen) { | ||
case 0: | ||
ad->text = credits1; | ||
break; | ||
case 1: | ||
ad->text = credits2; | ||
break; | ||
case 2: | ||
ad->text = credits3; | ||
break; | ||
case 3: | ||
ad->text = credits4; | ||
break; | ||
case 4: | ||
ad->text = credits5; | ||
break; | ||
case 5: | ||
ad->text = credits6; | ||
break; | ||
} | ||
} | ||
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ad->offset = 1; | ||
ad->x = x; | ||
ad->y = y; | ||
ad->timer = TYPEWRITER_SPEED; | ||
ad->done = EFalse; | ||
} | ||
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TBool GAttractProcess::NextState() { | ||
auto *ad = (TAttractData *) &mData; | ||
TInt game_mode = gGame->GetState(); | ||
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ad->timer--; | ||
if (ad->timer < 0) { | ||
ad->screen++; | ||
if ((game_mode == GAME_STATE_ATTRACT_MODE && ad->screen > MAX_SCREEN) || | ||
(game_mode == GAME_STATE_CREDITS && ad->screen > MAX_CREDITS)) { | ||
gGame->SetState(GAME_STATE_CREDITS); | ||
return EFalse; | ||
} else { | ||
// Sound::play_sound(SFX_NEXT_ATTRACT_SCREEN); | ||
InitScreen(); | ||
mState = STATE_TYPEWRITER; | ||
return ETrue; | ||
} | ||
} else { | ||
return ETrue; | ||
} | ||
} | ||
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TBool GAttractProcess::TypewriterState() { | ||
auto *ad = (TAttractData *) &mData; | ||
TInt game_mode = gGame->GetState(); | ||
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ad->timer--; | ||
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if (gControls.WasPressed(CONTROL_FIRE)) { | ||
gGame->SetState(GAME_STATE_GAME); | ||
return EFalse; | ||
} | ||
if (gControls.WasPressed(BUTTON_START)) { | ||
ad->timer = -1; | ||
// me->sleep(1, next); | ||
return EFalse; | ||
} | ||
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if (ad->timer < 0) { | ||
if (ad->done) { | ||
ad->timer = 50; | ||
// me->sleep(1, next); | ||
mState = STATE_NEXT; | ||
return ETrue; | ||
} | ||
ad->timer = TYPEWRITER_SPEED; | ||
ad->offset++; | ||
// Sound::play_sound(SFX_NEXT_ATTRACT_CHAR); | ||
} | ||
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switch (ad->enemy) { | ||
case ENEMY_ASSAULT: | ||
GVectorSprite::DrawVectorGraphic(GEnemyProcess::Graphic(ad->enemy), | ||
TFloat(SCREEN_WIDTH) / 2, TFloat(SCREEN_HEIGHT) / 2, 0.0, | ||
.75, // Originally 2.0 | ||
ASSAULT_COLOR); | ||
break; | ||
case ENEMY_BOMBER: | ||
GVectorSprite::DrawVectorGraphic(GEnemyProcess::Graphic(ad->enemy), | ||
TFloat(SCREEN_WIDTH) / 2, TFloat(SCREEN_HEIGHT) / 2, 0.0, | ||
.75, // Originally 2.0 | ||
BOMBER_COLOR); | ||
break; | ||
case ENEMY_SCOUT: | ||
GVectorSprite::DrawVectorGraphic(GEnemyProcess::Graphic(ad->enemy), | ||
TFloat(SCREEN_WIDTH) / 2, TFloat(SCREEN_HEIGHT) / 2, 0.0, | ||
.75, // Originally 2.0 | ||
SCOUT_COLOR); | ||
break; | ||
} | ||
if (game_mode == GAME_STATE_CREDITS) { | ||
gVectorFont->scale = 2.0; | ||
} | ||
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const char *p = ad->text; | ||
TInt16 x = ad->x, | ||
y = ad->y; | ||
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for (TInt8 i = 0; i < ad->offset;) { | ||
char c = *p++; | ||
if (c == '\0') { | ||
if (!ad->done) { | ||
ad->timer = 60; // 2 seconds | ||
ad->done = ETrue; | ||
} | ||
break; | ||
} else if (c == '\n') { | ||
x = 20; | ||
y += LINE_HEIGHT; | ||
} else { | ||
x += gVectorFont->write(x, y, c); | ||
i++; | ||
} | ||
} | ||
// if (game_mode == MODE_CREDITS) { | ||
gVectorFont->scale = 2; | ||
// } | ||
return ETrue; | ||
} | ||
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//void Attract::entry() { | ||
// TAttractData *ad = (TAttractData *) &mData; | ||
// ad->screen = 0; | ||
// InitScreen(); | ||
// Sound::play_sound(SFX_NEXT_ATTRACT_SCREEN); | ||
// | ||
// me->sleep(1, typewriter); | ||
//} |
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