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62f5fe938e
...
7188e6541e
Author | SHA1 | Date |
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sigonasr2 | 7188e6541e | 1 year ago |
sigonasr2 | 2b36a0cc9e | 1 year ago |
@ -1,442 +0,0 @@ |
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#include "Scenario.h" |
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#include "TileManager.h" |
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Scenario::Scenario(VirusAttack*game) |
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:game(game){ |
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} |
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void Scenario::Start(){} |
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void Scenario::_Update(){ |
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initialWaitTimer=std::max(0.f,initialWaitTimer-game->GetElapsedTime()); |
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waitToContinueTimer=std::max(0.f,waitToContinueTimer-game->GetElapsedTime()); |
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if(missionCompleted){ |
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missionCompletedTimer+=game->GetElapsedTime(); |
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if(game->GetKey(SPACE).bPressed){ |
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NextLevel(); |
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} |
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} |
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if(!missionCompleted&&MissionCompleted()){ |
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missionCompleted=true; |
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waitToContinueTimer=3; |
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} |
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Update(); |
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} |
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void Scenario::_Draw(){ |
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if(game->objective.length()>0){ |
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game->DrawShadowStringDecal({4,24},missionCompleted?"Objective Complete!":"Objective:",missionCompleted?GREEN:WHITE); |
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vf2d textSize=game->GetTextSize(game->objective); |
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game->DrawShadowStringDecal({6,36},game->objective,missionCompleted?GREEN:WHITE); |
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if(missionCompleted&&initialWaitTimer==0){ |
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game->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->GetTextSizeProp(continueText)*textScale; |
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game->DrawShadowStringPropDecal(game->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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} |
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} |
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Draw(); |
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} |
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void Scenario::DisplayDialog(std::string dialogText,bool spooky){ |
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dialog.Initialize(dialogText,{24,64},"",spooky?game->IMAGES[SPOOK_HOODED_FIGURE].get():game->IMAGES[HOODED_FIGURE].get(),{378,28},game->SOUNDS[Sound::VOICEOVER].get()); |
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} |
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void Scenario::SetObjective(std::string objective){ |
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game->objective=objective; |
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} |
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void Scenario::SetupCameraTarget(vf2d pos){ |
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cameraTargetPos=pos; |
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camera.SetTarget(cameraTargetPos); |
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} |
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void Scenario::MoveCamera(){ |
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game->game.SetWorldOffset(camera.GetViewPosition()); |
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camera.Update(game->GetElapsedTime()); |
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} |
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void Scenario::NextLevel(){} |
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Stage1::Stage1(VirusAttack*game) |
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:Scenario(game){} |
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void Stage1::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=true; |
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game->playerInControl=false; |
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game->guideEnabled=false; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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DisplayDialog("Hello Hacker, thank you for taking on this request for me."); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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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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DisplayDialog("It appears we have no time to waste, most sectors are already infected and it will just keep getting worse over time."); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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state=2; |
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} |
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}break; |
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case 2:{ |
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game->SOUNDS[Sound::PING]->PlayCentered(); |
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SetupCameraTarget({320,320}); |
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state=3; |
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}break; |
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case 3:{ |
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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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MoveCamera(); |
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if(camera.ReachedTarget()){ |
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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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DisplayDialog("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(dialog.bPressed){ |
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dialog.SetVisible(false); |
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SetupCameraTarget({128,128}); |
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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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MoveCamera(); |
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if(camera.ReachedTarget()){ |
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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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DisplayDialog("The yellow bars represent a unit's Health memory allocation. Eliminate it from enemies, and make sure you have at least 1 bit of it."); |
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if(dialog.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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DisplayDialog("Drag over your target unit and then select a target location via right-click."); |
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if(dialog.bPressed){ |
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state=8; |
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} |
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}break; |
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case 8:{ |
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DisplayDialog("That should be all you need for now. I'll be back after my coffee break."); |
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SetObjective("Defeat the RAM bank"); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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game->playerInControl=true; |
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state=9; |
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} |
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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:game->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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void Stage1::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage1::NextLevel(){ |
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game->levelToLoad=STAGE2; |
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} |
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Stage2::Stage2(VirusAttack*game) |
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:Scenario(game){} |
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void Stage2::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=true; |
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game->limitedBuildOptions=true; |
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game->guideEnabled=false; |
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game->playerInControl=false; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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} |
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void Stage2::Update(){ |
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switch(state){ |
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case 0:{ |
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DisplayDialog("I am the test dialog."); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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state=1; |
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} |
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}break; |
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} |
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} |
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bool Stage2::MissionCompleted(){ |
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for(auto&u:game->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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void Stage2::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage2::NextLevel(){ |
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game->levelToLoad=STAGE3; |
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} |
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Stage3::Stage3(VirusAttack*game) |
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:Scenario(game){} |
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void Stage3::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=true; |
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game->guideEnabled=false; |
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game->playerInControl=false; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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DisplayDialog("I am the test dialog."); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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state=1; |
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} |
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}break; |
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} |
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} |
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bool Stage3::MissionCompleted(){ |
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for(auto&u:game->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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void Stage3::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage3::NextLevel(){ |
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game->levelToLoad=STAGE4; |
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} |
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Stage4::Stage4(VirusAttack*game) |
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:Scenario(game){} |
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void Stage4::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=false; |
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game->guideEnabled=true; |
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game->playerInControl=false; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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DisplayDialog("I am the test dialog."); |
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if(dialog.bPressed){ |
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dialog.SetVisible(false); |
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state=1; |
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} |
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}break; |
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} |
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} |
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bool Stage4::MissionCompleted(){ |
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for(auto&u:game->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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void Stage4::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage4::NextLevel(){ |
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game->levelToLoad=STAGE5; |
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} |
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Stage5::Stage5(VirusAttack*game) |
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:Scenario(game){} |
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void Stage5::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=false; |
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game->guideEnabled=true; |
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game->playerInControl=true; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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SetObjective("Defeat all enemy units."); |
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state=1; |
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}break; |
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} |
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} |
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bool Stage5::MissionCompleted(){ |
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for(auto&u:game->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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void Stage5::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage5::NextLevel(){ |
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game->levelToLoad=STAGE6; |
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} |
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Stage6::Stage6(VirusAttack*game) |
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:Scenario(game){} |
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void Stage6::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=false; |
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game->guideEnabled=true; |
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game->playerInControl=true; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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SetObjective("Defeat all enemy units."); |
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state=1; |
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}break; |
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} |
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} |
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bool Stage6::MissionCompleted(){ |
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for(auto&u:game->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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void Stage6::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage6::NextLevel(){ |
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game->levelToLoad=STAGE7; |
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} |
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Stage7::Stage7(VirusAttack*game) |
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:Scenario(game){} |
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void Stage7::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=false; |
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game->guideEnabled=true; |
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game->playerInControl=true; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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SetObjective("Defeat all enemy units."); |
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state=1; |
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}break; |
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} |
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} |
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bool Stage7::MissionCompleted(){ |
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for(auto&u:game->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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void Stage7::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage7::NextLevel(){ |
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game->levelToLoad=STAGE8; |
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} |
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Stage8::Stage8(VirusAttack*game) |
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:Scenario(game){} |
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void Stage8::Start(){ |
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state=0; |
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missionCompleted=false; |
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dialog.SetVisible(false); |
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game->unitMetersGreyedOut=false; |
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game->limitedBuildOptions=false; |
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game->guideEnabled=true; |
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game->playerInControl=true; |
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camera=utils::Camera2D(game->GetScreenSize(),game->game.GetWorldOffset()); |
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camera.SetLazyFollowRate(1); |
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camera.SetMode(utils::Camera2D::Mode::LazyFollow); |
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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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SetObjective("Defeat all enemy units."); |
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state=1; |
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}break; |
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} |
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} |
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bool Stage8::MissionCompleted(){ |
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for(auto&u:game->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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void Stage8::Draw(){ |
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dialog.UpdateAndDraw({24,64},game,game->player_resources,game->IMAGES,game->GetTotalUsedMemory(),game->currentLevel->availableMemory); |
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} |
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void Stage8::NextLevel(){ |
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game->state=GameState::COMPLETED; |
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} |
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@ -1,50 +0,0 @@ |
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#pragma once |
|
||||||
#include "VirusAttack.h" |
|
||||||
#include "olcUTIL_Camera2D.h" |
|
||||||
|
|
||||||
class Scenario{ |
|
||||||
public: |
|
||||||
Scenario(VirusAttack*game); |
|
||||||
virtual void Start(); |
|
||||||
void _Update(); |
|
||||||
virtual void Update()=0; |
|
||||||
void _Draw(); |
|
||||||
virtual void Draw()=0; |
|
||||||
void DisplayDialog(std::string dialogText,bool spooky=false); |
|
||||||
void SetObjective(std::string objective); |
|
||||||
void SetupCameraTarget(vf2d pos); |
|
||||||
void MoveCamera(); |
|
||||||
virtual bool MissionCompleted()=0; |
|
||||||
virtual void NextLevel(); |
|
||||||
protected: |
|
||||||
VirusAttack*game; |
|
||||||
int state=0; |
|
||||||
Textbox dialog; |
|
||||||
float initialWaitTimer=3; |
|
||||||
utils::Camera2D camera; |
|
||||||
vf2d cameraTargetPos={}; |
|
||||||
bool missionCompleted=false; |
|
||||||
float waitToContinueTimer=0; |
|
||||||
float missionCompletedTimer=0; |
|
||||||
}; |
|
||||||
|
|
||||||
#define SetupStage(StageClass) \ |
|
||||||
class StageClass:public Scenario{ \
|
|
||||||
public: \
|
|
||||||
StageClass(VirusAttack*game); \
|
|
||||||
void Start()override; \
|
|
||||||
void Update()override; \
|
|
||||||
bool MissionCompleted()override; \
|
|
||||||
void Draw()override; \
|
|
||||||
void NextLevel()override; \
|
|
||||||
}; |
|
||||||
|
|
||||||
SetupStage(Stage1) |
|
||||||
SetupStage(Stage2) |
|
||||||
SetupStage(Stage3) |
|
||||||
SetupStage(Stage4) |
|
||||||
SetupStage(Stage5) |
|
||||||
SetupStage(Stage6) |
|
||||||
SetupStage(Stage7) |
|
||||||
SetupStage(Stage8) |
|
||||||
|
|
@ -1,2 +1,2 @@ |
|||||||
~\Documents\emsdk\emsdk_env.ps1 activate latest |
~\Documents\emsdk\emsdk_env.ps1 activate latest |
||||||
em++ -std=c++20 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 -s USE_SDL_MIXER=2 -sSTACK_SIZE=5MB $(Get-ChildItem *.cpp) soloud.o -o pge.html --preload-file assets |
em++ -std=c++20 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 -s USE_SDL_MIXER=2 -sSTACK_SIZE=10MB $(Get-ChildItem *.cpp) soloud.o -o pge.html --preload-file assets |
Before Width: | Height: | Size: 16 MiB After Width: | Height: | Size: 23 MiB |
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Reference in new issue