parent
64f6b44994
commit
7fd6cf677e
@ -0,0 +1,8 @@ |
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#pragma once |
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struct GameFlags{ |
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bool unitMetersGreyedOut=true;//If true, all but health meters show up as dark grey.
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bool playerInControl=false; |
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bool limitedBuildOptions=false; |
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bool guideEnabled=true; |
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}; |
@ -0,0 +1,7 @@ |
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#pragma once |
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#include "MemoryType.h" |
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struct Memory{ |
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MemoryType type; |
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int size; |
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}; |
@ -1,101 +1,252 @@ |
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#include "Scenario.h" |
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#include "VirusAttack.h" |
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#include "TileManager.h" |
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extern VirusAttack*game; |
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Scenario::Scenario(){} |
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Scenario::Scenario(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:units(units),IMAGES(IMAGES),SOUNDS(SOUNDS),objective(objective),game(game),flags(flags){} |
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Scenario::~Scenario(){}; |
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void Scenario::_Start(){ |
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state=0; |
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camera=utils::Camera2D{game->gametv.GetWorldOffset(),game->currentLevel->cameraStart}; |
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camera=utils::Camera2D{game.GetPGE()->GetScreenSize(),game.GetWorldOffset()}; |
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camera.SetLazyFollowRate(2); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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targetPos={96,96}; |
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box.SetVisible(false); |
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initialWaitTime=3; |
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camera.SetTarget(targetPos); |
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missionCompletedTimer=0; |
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transitionToNextLevel=false; |
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Start(); |
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} |
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void Scenario::Start(){}; |
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void Scenario::_Update(){ |
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initialWaitTime=std::max(0.f,initialWaitTime-game->GetElapsedTime()); |
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initialWaitTime=std::max(0.f,initialWaitTime-game.GetPGE()->GetElapsedTime()); |
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missionFinishWaitTime=std::max(0.f,missionFinishWaitTime-game.GetPGE()->GetElapsedTime()); |
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if(missionCompleted){ |
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missionCompletedTimer+=game.GetPGE()->GetElapsedTime(); |
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} else { |
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missionCompleted=MissionCompleted(); |
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} |
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if(initialWaitTime==0){ |
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Update(); |
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} |
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}; |
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bool Scenario::MissionCompleted(){return false;} |
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void Scenario::Update(){}; |
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Stage1::Stage1(){} |
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void Scenario::Draw(){ |
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if(objective.length()>0){ |
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game.GetPGE()->DrawShadowStringDecal({4,24},"Objective:"); |
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game.GetPGE()->DrawShadowStringDecal({6,36},objective); |
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game.GetPGE()->DrawShadowStringDecal({4,24},missionCompleted?"Objective Complete!":"Objective:",missionCompleted?GREEN:WHITE); |
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vf2d textSize=game.GetPGE()->GetTextSize(objective); |
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game.GetPGE()->DrawShadowStringDecal({6,36},objective,missionCompleted?GREEN:WHITE); |
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if(missionCompleted&&missionFinishWaitTime==0){ |
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game.GetPGE()->FillRectDecal(vf2d{6,36}+vf2d{0,textSize.y/2-1},{textSize.x,3}); |
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std::string continueText="< Press [Spacebar] to continue >"; |
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vf2d textScale={2,3}; |
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vf2d textSize=game.GetPGE()->GetTextSizeProp(continueText)*textScale; |
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game.GetPGE()->DrawShadowStringPropDecal(game.GetPGE()->GetScreenSize()/2-textSize/2+vf2d{0,72},continueText,{255,255,255,uint8_t(abs(sin(2*missionCompletedTimer))*255)},{0,0,0,uint8_t(abs(sin(2*missionCompletedTimer))*255)},textScale); |
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if(game.GetPGE()->GetKey(SPACE).bPressed){ |
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} |
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} |
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} |
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Resources temp={0,0,0,0,0}; |
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box.UpdateAndDraw({24,64},game.GetPGE(),temp,IMAGES,0,0); |
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} |
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void Scenario::SetCameraTarget(vf2d pos){ |
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targetPos=pos; |
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camera.SetTarget(targetPos); |
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camera.Update(game.GetPGE()->GetElapsedTime()); |
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game.SetWorldOffset(camera.GetViewPosition()); |
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} |
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void Scenario::SetObjective(std::string objective){ |
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this->objective=objective; |
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} |
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Stage1::Stage1(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage1::Start(){ |
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game->unitMetersGreyedOut=true; |
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game->playerInControl=false; |
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flags.unitMetersGreyedOut=true; |
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flags.playerInControl=false; |
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nextLevel=LevelName::STAGE2; |
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}; |
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void Scenario::DisplayBox(std::string text,bool scaryHoodedFigure){ |
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box.Initialize(text,{24,64},"",scaryHoodedFigure?IMAGES[SPOOK_HOODED_FIGURE].get():IMAGES[HOODED_FIGURE].get(),{378,28},SOUNDS[Sound::VOICEOVER].get()); |
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} |
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void Stage1::Update(){ |
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switch(state){ |
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case 0:{ |
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}break; |
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case 0:{ |
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DisplayBox("Hello Hacker, thank you for taking on this request for me."); |
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if(box.bPressed){ |
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state=1; |
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} |
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}break; |
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case 1:{ |
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DisplayBox("It appears we have no time to waste, many sectors are already infected and the virus spread will just keep getting worse."); |
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if(box.bPressed){ |
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state=2; |
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SOUNDS[Sound::PING]->PlayCentered(); |
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for(int y=-1;y<=1;y++){ |
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for(int x=-1;x<=1;x++){ |
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vi2d basePos={320+x*96,320+y*96}; |
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TileManager::visibleTiles[{basePos.x/96,basePos.y/96}]=30; |
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} |
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} |
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} |
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}break; |
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case 2:{ |
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SetCameraTarget({320,320}); |
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if(camera.ReachedTarget()){ |
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state=3; |
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} |
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}break; |
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case 3:{ |
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DisplayBox("Your mission is to take out all the RAM banks from the system, this will stop any further creation and spread of viruses."); |
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if(box.bPressed){ |
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state=4; |
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} |
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}break; |
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case 4:{ |
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SetCameraTarget({128,128}); |
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if(camera.ReachedTarget()){ |
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state=5; |
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} |
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}break; |
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case 5:{ |
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DisplayBox("The yellow bar represent units' allocated Health memory. Take out the enemies' and make sure you always have at least 1 bit of it."); |
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if(box.bPressed){ |
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state=6; |
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} |
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}break; |
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case 6:{ |
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DisplayBox("Drag over your target unit and then select a target location via right-click."); |
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if(box.bPressed){ |
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state=7; |
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} |
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}break; |
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case 7:{ |
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SetObjective("Defeat the RAM bank"); |
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DisplayBox("That should be all you need for now. I'll be back after my coffee break."); |
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if(box.bPressed){ |
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state=8; |
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box.SetVisible(false); |
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flags.playerInControl=true; |
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} |
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}break; |
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case 8:{ |
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}break; |
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} |
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}; |
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bool Stage1::MissionCompleted(){ |
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for(auto&u:units){ |
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if(!u->IsFriendly()&&u->IsRAMBank()){ |
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return false; |
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} |
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} |
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return true; |
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} |
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Stage2::Stage2(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage2::Start(){ |
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nextLevel=LevelName::STAGE3; |
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}; |
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Stage2::Stage2(){} |
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void Stage2::Start(){}; |
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void Stage2::Update(){ |
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switch(state){ |
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case 0:{ |
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}break; |
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case 0:{ |
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}break; |
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} |
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}; |
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Stage3::Stage3(){} |
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void Stage3::Start(){}; |
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bool Stage2::MissionCompleted(){ |
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return false; |
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} |
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Stage3::Stage3(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage3::Start(){ |
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nextLevel=LevelName::STAGE4; |
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}; |
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void Stage3::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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Stage4::Stage4(){} |
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void Stage4::Start(){}; |
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bool Stage3::MissionCompleted(){ |
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return false; |
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} |
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Stage4::Stage4(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage4::Start(){ |
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nextLevel=LevelName::STAGE5; |
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}; |
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void Stage4::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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Stage5::Stage5(){} |
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void Stage5::Start(){}; |
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bool Stage4::MissionCompleted(){ |
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return false; |
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} |
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Stage5::Stage5(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage5::Start(){ |
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nextLevel=LevelName::STAGE6; |
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}; |
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void Stage5::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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Stage6::Stage6(){} |
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void Stage6::Start(){}; |
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bool Stage5::MissionCompleted(){ |
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return false; |
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} |
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Stage6::Stage6(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage6::Start(){ |
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nextLevel=LevelName::STAGE7; |
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}; |
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void Stage6::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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Stage7::Stage7(){} |
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void Stage7::Start(){}; |
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bool Stage6::MissionCompleted(){ |
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return false; |
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} |
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Stage7::Stage7(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage7::Start(){ |
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nextLevel=LevelName::STAGE8; |
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}; |
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void Stage7::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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Stage8::Stage8(){} |
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void Stage8::Start(){}; |
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bool Stage7::MissionCompleted(){ |
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return false; |
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} |
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Stage8::Stage8(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags) |
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){} |
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void Stage8::Start(){ |
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nextLevel=LevelName::FINISH; |
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}; |
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void Stage8::Update(){ |
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switch(state){ |
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case 0:{ |
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case 0:{ |
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}break; |
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}break; |
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} |
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}; |
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}; |
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bool Stage8::MissionCompleted(){ |
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return false; |
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} |
@ -1,76 +1,105 @@ |
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#pragma once |
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#include "olcUTIL_Camera2D.h" |
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#include "Textbox.h" |
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#include "Unit.h" |
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#include "olcPGEX_AudioSource.h" |
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#include "olcPGEX_TransformedView.h" |
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#include "GameFlags.h" |
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#include "Level.h" |
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class Scenario{ |
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public: |
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Scenario(); |
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Scenario(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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virtual~Scenario(); |
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void _Start(); |
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void Draw(); |
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virtual void Start(); |
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void _Update(); |
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bool transitionToNextLevel=false; |
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LevelName nextLevel=LevelName::STAGE1; |
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protected: |
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void DisplayBox(std::string text,bool scaryHoodedFigure=false); |
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void SetCameraTarget(vf2d pos); |
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void SetObjective(std::string objective); |
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virtual bool MissionCompleted(); |
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virtual void Update(); |
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int state=0; |
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utils::Camera2D camera; |
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vf2d targetPos; |
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Textbox box; |
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float initialWaitTime=3; |
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bool missionCompleted=false; |
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float missionFinishWaitTime=3; |
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float missionCompletedTimer=0; |
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std::vector<std::shared_ptr<Unit>>&units; |
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std::vector<std::unique_ptr<Renderable>>&IMAGES; |
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std::vector<std::unique_ptr<Audio>>&SOUNDS; |
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GameFlags&flags; |
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std::string&objective; |
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TileTransformedView&game; |
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}; |
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class Stage1:public Scenario{ |
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public: |
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Stage1(); |
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Stage1(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage2:public Scenario{ |
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public: |
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Stage2(); |
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Stage2(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage3:public Scenario{ |
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public: |
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Stage3(); |
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Stage3(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage4:public Scenario{ |
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public: |
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Stage4(); |
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Stage4(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage5:public Scenario{ |
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public: |
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Stage5(); |
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Stage5(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage6:public Scenario{ |
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public: |
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Stage6(); |
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Stage6(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage7:public Scenario{ |
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public: |
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Stage7(); |
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Stage7(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
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class Stage8:public Scenario{ |
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public: |
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Stage8(); |
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Stage8(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags); |
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protected: |
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void Start(); |
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void Update(); |
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bool MissionCompleted(); |
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}; |
@ -1,11 +1,13 @@ |
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#pragma once |
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enum class Sound:int{ |
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HUM, |
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GRAVITY, |
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COSMOS, |
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BOSS1, |
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BOSS2, |
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VOICEOVER, |
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PING, |
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}; |
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namespace Sound{ |
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enum Sound:int{ |
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HUM, |
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GRAVITY, |
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COSMOS, |
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BOSS1, |
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BOSS2, |
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VOICEOVER, |
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PING, |
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}; |
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} |
Loading…
Reference in new issue