Attempt #7?!
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Meteos/Meteos.h

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1.9 KiB

#ifndef METEOS_H
#define METEOS_H
#include "pixelGameEngine.h"
#include "Board.h"
#include <random>
#include "ComboOverlay.h"
class Meteos : public olc::PixelGameEngine{
public:
Meteos(){
sAppName="Meteos";
}
long frameTime=0;
const int BASE_SCORE = 60; //Cleared score is BASE_SCORE*combo.
const int MATCH_SCORE = 10; //Points earned when making a block match*combo.
const int BONUS_ATTACK_SCORE = 1000; //for every 10 blocks released at once, an extra 1000 BASE_SCORE is added.
float lastBlockLaunched=0.0f; //When enough time has passed, the attack is released to the opponent.
float blockLaunchWaitPeriod=3.0f;
int blocksInAttackQueue=0;
int accumulatedScore=0;
float lastBlockSpawn=0.0f;
float accumulatedTime=0.0f;
const float SCORE_DISPLAY_UPDATE_RATE=0.05f;
float lastScoreDisplayUpdate=0.0f;
std::uniform_int_distribution<> randBlockPos,coinFlip,comboOverlayOffset;
std::mt19937 gen;
Board gameBoard;
bool gameCanRun=true;
std::map<std::string,Renderable> SPRITES;
std::vector<ComboOverlay>comboDisplayList;
int score=0;
int displayTargetScore=0; //While technically the displayed score should be what the score actually is, if we're showing how many points we earn for a combo we want to delay adding it to our actual score display for flair and show a side bonus counter.
int displayScore=0;
bool OnUserCreate()override;
void updateGame(float fElapsedTime);
void handleInput();
void drawGame(float fElapsedTime,bool debugView);
bool OnUserUpdate(float fElapsedTime)override;
void spawnBlocks(float fElapsedTime);
void handleBlockGravity(float fElapsedTime);
void matchBlocks();
void matchFlyingBlockClumps();
void cleanupBlockClumps();
void matchGroundedBlocks();
void cleanupBlocks();
void handleWarningLevels(float fElapsedTime);
void validateSelectedBlock();
void handleComboAnimations();
};
#endif