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spacewar.cpp
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spacewar.cpp
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// Programming 2D Games
// Copyright (c) 2011 by:
// Charles Kelly
// spacewar.cpp v1.1
// This class is the core of the game
#include "spaceWar.h"
//=============================================================================
// Constructor
//=============================================================================
Spacewar::Spacewar()
{
menuOn = true;
countDownOn = false;
roundOver = false;
ship1Score = 0;
ship2Score = 0;
ship1Scored = false;
ship2Scored = false;
initialized = false;
}
//=============================================================================
// Destructor
//=============================================================================
Spacewar::~Spacewar()
{
releaseAll(); // call onLostDevice() for every graphics item
}
//=============================================================================
// Initializes the game
// Throws GameError on error
//=============================================================================
void Spacewar::initialize(HWND hwnd)
{
Game::initialize(hwnd); // throws GameError
// initialize DirectX fonts
fontBig.initialize(graphics, spacewarNS::FONT_BIG_SIZE, false, false, spacewarNS::FONT);
fontBig.setFontColor(spacewarNS::FONT_COLOR);
fontScore.initialize(graphics, spacewarNS::FONT_SCORE_SIZE, false, false, spacewarNS::FONT);
// menu texture
if (!menuTexture.initialize(graphics,MENU_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menu texture"));
// nebula texture
if (!nebulaTexture.initialize(graphics,NEBULA_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula texture"));
// main game textures
if (!gameTextures.initialize(graphics,TEXTURES_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing game textures"));
// menu image
if (!menu.initialize(graphics,0,0,0,&menuTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menu"));
// nebula image
if (!nebula.initialize(graphics,0,0,0,&nebulaTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula"));
// planet
if (!planet.initialize(this, planetNS::WIDTH, planetNS::HEIGHT, 2, &gameTextures))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing planet"));
// ship1
if (!ship1.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship1"));
ship1.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME);
ship1.setCurrentFrame(shipNS::SHIP1_START_FRAME);
ship1.setColorFilter(SETCOLOR_ARGB(255,230,230,255)); // light blue, used for shield and torpedo
ship1.setMass(shipNS::MASS);
// ship2
if (!ship2.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship2"));
ship2.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME);
ship2.setCurrentFrame(shipNS::SHIP2_START_FRAME);
ship2.setColorFilter(SETCOLOR_ARGB(255,255,255,64)); // light yellow, used for shield
ship2.setMass(shipNS::MASS);
// torpedo1
if (!torpedo1.initialize(this, torpedoNS::WIDTH, torpedoNS::HEIGHT, torpedoNS::TEXTURE_COLS, &gameTextures))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing torpedo1"));
torpedo1.setFrames(torpedoNS::START_FRAME, torpedoNS::END_FRAME);
torpedo1.setCurrentFrame(torpedoNS::START_FRAME);
torpedo1.setColorFilter(SETCOLOR_ARGB(255,128,128,255)); // light blue
// torpedo2
if (!torpedo2.initialize(this, torpedoNS::WIDTH, torpedoNS::HEIGHT, torpedoNS::TEXTURE_COLS, &gameTextures))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing torpedo2"));
torpedo2.setFrames(torpedoNS::START_FRAME, torpedoNS::END_FRAME);
torpedo2.setCurrentFrame(torpedoNS::START_FRAME);
torpedo2.setColorFilter(SETCOLOR_ARGB(255,255,255,64)); // light yellow
// health bar
healthBar.initialize(graphics, &gameTextures, 0, spacewarNS::HEALTHBAR_Y, 2.0f, graphicsNS::WHITE);
// Start ships on opposite sides of planet in stable clockwise orbit
ship1.setX(GAME_WIDTH/4 - shipNS::WIDTH);
ship2.setX(GAME_WIDTH - GAME_WIDTH/4);
ship1.setY(GAME_HEIGHT/2 - shipNS::HEIGHT);
ship2.setY(GAME_HEIGHT/2);
ship1.setVelocity(VECTOR2(0,-shipNS::SPEED));
ship2.setVelocity(VECTOR2(0,shipNS::SPEED));
return;
}
//=============================================================================
// Update all game items
//=============================================================================
void Spacewar::update()
{
if (menuOn)
{
if (input->anyKeyPressed())
{
menuOn = false;
input->clearAll();
roundStart();
}
}
else if(countDownOn)
{
countDownTimer -= frameTime;
if(countDownTimer <= 0)
countDownOn = false;
}
else
{
if (ship1.getActive())
{
if (input->isKeyDown(SHIP1_FORWARD_KEY) || input->getGamepadDPadUp(0)) // if engine on
{
ship1.setEngineOn(true);
audio->playCue(ENGINE1);
}
else
{
ship1.setEngineOn(false);
audio->stopCue(ENGINE1);
}
ship1.rotate(shipNS::NONE);
if (input->isKeyDown(SHIP1_LEFT_KEY) || input->getGamepadDPadLeft(0)) // if turn ship1 left
ship1.rotate(shipNS::LEFT);
if (input->isKeyDown(SHIP1_RIGHT_KEY) || input->getGamepadDPadRight(0)) // if turn ship1 right
ship1.rotate(shipNS::RIGHT);
if (input->isKeyDown(SHIP1_FIRE_KEY) || input->getGamepadA(0)) // if ship1 fire
torpedo1.fire(&ship1); // fire torpedo1
}
if (ship2.getActive())
{
if (input->isKeyDown(SHIP2_FORWARD_KEY) || input->getGamepadDPadUp(1)) // if engine on
{
ship2.setEngineOn(true);
audio->playCue(ENGINE2);
}
else
{
ship2.setEngineOn(false);
audio->stopCue(ENGINE2);
}
ship2.rotate(shipNS::NONE);
if (input->isKeyDown(VK_LEFT) || input->getGamepadDPadLeft(1)) // if turn ship2 left
ship2.rotate(shipNS::LEFT);
if (input->isKeyDown(VK_RIGHT) || input->getGamepadDPadRight(1)) // if turn ship2 right
ship2.rotate(shipNS::RIGHT);
if (input->isKeyDown(SHIP2_FIRE_KEY) || input->getGamepadA(1)) // if ship2 fire
torpedo2.fire(&ship2); // fire torpedo2
}
if(roundOver)
{
roundTimer -= frameTime;
if(roundTimer <= 0)
roundStart();
}
}
ship1.gravityForce(&planet, frameTime);
ship2.gravityForce(&planet, frameTime);
torpedo1.gravityForce(&planet, frameTime);
torpedo2.gravityForce(&planet, frameTime);
// Update the entities
planet.update(frameTime);
ship1.update(frameTime);
ship2.update(frameTime);
torpedo1.update(frameTime);
torpedo2.update(frameTime);
}
//=============================================================================
// Start a new round of play
//=============================================================================
void Spacewar::roundStart()
{
// Start ships on opposite sides of planet in stable clockwise orbit
ship1.setX(GAME_WIDTH/4 - shipNS::WIDTH);
ship2.setX(GAME_WIDTH - GAME_WIDTH/4);
ship1.setY(GAME_HEIGHT/2 - shipNS::HEIGHT);
ship2.setY(GAME_HEIGHT/2);
ship1.setVelocity(VECTOR2(0,-shipNS::SPEED));
ship2.setVelocity(VECTOR2(0,shipNS::SPEED));
ship1.setDegrees(0);
ship2.setDegrees(180);
ship1.repair();
ship2.repair();
countDownTimer = spacewarNS::COUNT_DOWN;
countDownOn = true;
roundOver = false;
ship1Scored = false;
ship2Scored = false;
}
//=============================================================================
// Artificial Intelligence
//=============================================================================
void Spacewar::ai()
{}
//=============================================================================
// Handle collisions
//=============================================================================
void Spacewar::collisions()
{
VECTOR2 collisionVector;
// if collision between ship1 and planet
if(ship1.collidesWith(planet, collisionVector))
{
ship1.toOldPosition(); // move ship out of collision
ship1.damage(PLANET);
input->gamePadVibrateLeft(0,65535,1.0); // vibrate controller 0, 100%, 1.0 sec
}
// if collision between ship2 and planet
if(ship2.collidesWith(planet, collisionVector))
{
ship2.toOldPosition(); // move ship out of collision
ship2.damage(PLANET);
input->gamePadVibrateLeft(1,65535,1.0);
}
// if collision between ship1 and ship2
if(ship1.collidesWith(ship2, collisionVector))
{
// bounce off other ship
ship1.bounce(collisionVector, ship2);
ship2.bounce(collisionVector*-1, ship1);
ship1.damage(SHIP);
ship2.damage(SHIP);
input->gamePadVibrateRight(0,30000,0.5);
input->gamePadVibrateRight(1,30000,0.5);
}
// if collision between torpedos and ships
if(torpedo1.collidesWith(ship2, collisionVector))
{
ship2.damage(TORPEDO);
torpedo1.setVisible(false);
torpedo1.setActive(false);
input->gamePadVibrateRight(1,20000,0.5);
}
if(torpedo2.collidesWith(ship1, collisionVector))
{
ship1.damage(TORPEDO);
torpedo2.setVisible(false);
torpedo2.setActive(false);
input->gamePadVibrateRight(0,20000,0.5);
}
// if collision between torpedos and planet
if(torpedo1.collidesWith(planet, collisionVector))
{
torpedo1.setVisible(false);
torpedo1.setActive(false);
audio->playCue(TORPEDO_CRASH);
}
if(torpedo2.collidesWith(planet, collisionVector))
{
torpedo2.setVisible(false);
torpedo2.setActive(false);
audio->playCue(TORPEDO_CRASH);
}
// check for scores
if(ship1.getActive() == false && ship2Scored == false)
{
ship2Score++;
ship2Scored = true;
if(roundOver == false)
{
roundTimer = spacewarNS::ROUND_TIME;
roundOver = true;
}
}
if(ship2.getActive() == false && ship1Scored == false)
{
ship1Score++;
ship1Scored = true;
if(roundOver == false)
{
roundTimer = spacewarNS::ROUND_TIME;
roundOver = true;
}
}
}
//=============================================================================
// Render game items
//=============================================================================
void Spacewar::render()
{
graphics->spriteBegin(); // begin drawing sprites
nebula.draw(); // display Orion nebula
planet.draw(); // draw the planet
// display scores
fontScore.setFontColor(spacewarNS::SHIP1_COLOR);
_snprintf_s(buffer, spacewarNS::BUF_SIZE, "%d", (int)ship1Score);
fontScore.print(buffer,spacewarNS::SCORE1_X,spacewarNS::SCORE_Y);
fontScore.setFontColor(spacewarNS::SHIP2_COLOR);
_snprintf_s(buffer, spacewarNS::BUF_SIZE, "%d", (int)ship2Score);
fontScore.print(buffer,spacewarNS::SCORE2_X,spacewarNS::SCORE_Y);
// display health bars
healthBar.setX((float)spacewarNS::SHIP1_HEALTHBAR_X);
healthBar.set(ship1.getHealth());
healthBar.draw(spacewarNS::SHIP1_COLOR);
healthBar.setX((float)spacewarNS::SHIP2_HEALTHBAR_X);
healthBar.set(ship2.getHealth());
healthBar.draw(spacewarNS::SHIP2_COLOR);
ship1.draw(); // draw the spaceships
ship2.draw();
torpedo1.draw(graphicsNS::FILTER); // draw the torpedoes using colorFilter
torpedo2.draw(graphicsNS::FILTER);
if(menuOn)
menu.draw();
if(countDownOn)
{
_snprintf_s(buffer, spacewarNS::BUF_SIZE, "%d", (int)(ceil(countDownTimer)));
fontBig.print(buffer,spacewarNS::COUNT_DOWN_X,spacewarNS::COUNT_DOWN_Y);
}
graphics->spriteEnd(); // end drawing sprites
}
//=============================================================================
// process console commands
//=============================================================================
void Spacewar::consoleCommand()
{
command = console->getCommand(); // get command from console
if(command == "") // if no command
return;
if (command == "help") // if "help" command
{
console->print("Console Commands:");
console->print("fps - toggle display of frames per second");
console->print("gravity off - turns off planet gravity");
console->print("gravity on - turns on planet gravity");
console->print("planet off - disables planet");
console->print("planet on - enables planet");
return;
}
if (command == "fps")
{
fpsOn = !fpsOn; // toggle display of fps
if(fpsOn)
console->print("fps On");
else
console->print("fps Off");
}
if (command == "gravity off")
{
planet.setMass(0);
console->print("Gravity Off");
}else if (command == "gravity on")
{
planet.setMass(planetNS::MASS);
console->print("Gravity On");
}else if (command == "planet off")
{
planet.disable();
console->print("Planet Off");
}else if (command == "planet on")
{
planet.enable();
console->print("Planet On");
}
}
//=============================================================================
// The graphics device was lost.
// Release all reserved video memory so graphics device may be reset.
//=============================================================================
void Spacewar::releaseAll()
{
menuTexture.onLostDevice();
nebulaTexture.onLostDevice();
gameTextures.onLostDevice();
fontScore.onLostDevice();
fontBig.onLostDevice();
Game::releaseAll();
return;
}
//=============================================================================
// The grahics device has been reset.
// Recreate all surfaces.
//=============================================================================
void Spacewar::resetAll()
{
fontBig.onResetDevice();
fontScore.onResetDevice();
gameTextures.onResetDevice();
nebulaTexture.onResetDevice();
menuTexture.onResetDevice();
Game::resetAll();
return;
}