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442 lines
11 KiB
442 lines
11 KiB
#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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} |