📄 secondcutscene.cpp
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// SecondCutscene.cpp
//
/////////////////////////////////////////////////////////////////////////////
#include <cassert>
#include "CommonCutscene.h"
#include "SecondCutscene.h"
#include "Game.h"
#include "RedGhost.h"
#include "Pacman.h"
#include "Video.h"
GameSubstate *SecondCutsceneState::substates[0x0e];
/////////////////////////////////////////////////////////////////////////////
// cutscene state
/////////////////////////////////////////////////////////////////////////////
SecondCutsceneState::SecondCutsceneState()
{
substates[0x00] = new SecondCutscene0Substate();
substates[0x01] = 0;
substates[0x02] = new SecondCutscene2Substate();
substates[0x03] = new SecondCutscene3Substate();
substates[0x04] = new SecondCutscene4Substate();
substates[0x05] = new SecondCutscene5Substate();
substates[0x06] = new SecondCutscene6Substate();
substates[0x07] = new SecondCutscene7Substate();
substates[0x08] = 0;
substates[0x09] = new SecondCutscene9Substate();
substates[0x0a] = 0;
substates[0x0b] = new SecondCutsceneBSubstate();
substates[0x0c] = 0;
substates[0x0d] = new SecondCutsceneDSubstate();
}
SecondCutsceneState::~SecondCutsceneState()
{
// delete cutscene substates
for (int i = 0; i < 0x0e; i++){
delete substates[i];
}
}
void SecondCutsceneState::run()
{
assert((theGame->cutsceneState[1] >= 0) && (theGame->cutsceneState[1] < 0x0e));
// delegate the action to the substate
if (substates[theGame->cutsceneState[1]]){
substates[theGame->cutsceneState[1]]->run();
}
}
/////////////////////////////////////////////////////////////////////////////
// cutscene substate
/////////////////////////////////////////////////////////////////////////////
void SecondCutscene0Substate::run()
{
// prepares Color RAM square near the center
theGame->CRAM[0x01d2] = theGame->CRAM[0x01d3] = 1;
theGame->CRAM[0x01f2] = theGame->CRAM[0x01f3] = 1;
// draws an invisible mini level
Video::drawInvisibleMiniLevel();
// sets an obstacle where red ghost will collide
theGame->VRAM[0x1d2] = 0x60;
theGame->VRAM[0x1d3] = 0x61;
// schedules a cutscene substate change in 0.3 seconds
theScheduler->addScheduledTask(new Task(8, Task::TEN_HUNDREDTHS, 3));
// increment cutscene substate
theGame->cutsceneState[1]++;
}
void SecondCutscene2Substate::run()
{
if (theGame->pacman->tilePosX == 0x2c){
// set red ghost to go for pacman
theGame->ghost[RED]->substate = 1;
theGame->secondDiffFlag = true;
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(false);
}
}
void SecondCutscene3Substate::run()
{
RedGhost *rg = (RedGhost *)theGame->ghost[RED];
if ((rg->posX == 0x77) || (rg->posX == 0x78)){
rg->movDiffFlag2Pattern = 0x20842084;
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(false);
}
}
void SecondCutscene4Substate::run()
{
if (theGame->ghost[RED]->posX == 0x78){
// change obstacle tiles (red ghost is hooked)
theGame->VRAM[0x1d2] = 0x62;
theGame->VRAM[0x1d3] = 0x63;
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(true);
}
}
void SecondCutscene5Substate::run()
{
if (theGame->ghost[RED]->posX == 0x7b){
// change obstacle tiles (red ghost is more hooked)
theGame->VRAM[0x1d2] = 0x64;
theGame->VRAM[0x1d3] = 0x65;
theGame->VRAM[0x1f2] = 0x66;
theGame->VRAM[0x1f3] = 0x67;
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(true);
}
}
void SecondCutscene6Substate::run()
{
if (theGame->ghost[RED]->posX == 0x7e){
// change obstacle tiles (red ghost is even more hooked)
theGame->VRAM[0x1d2] = 0x68;
theGame->VRAM[0x1d3] = 0x69;
theGame->VRAM[0x1f2] = 0x6a;
theGame->VRAM[0x1f3] = 0x6b;
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(true);
// hide pacman if it has reached the left side
if (theGame->pacman->tilePosX == 0x3d){
theGame->pacman->color = 0;
}
}
}
void SecondCutscene7Substate::run()
{
if (theGame->ghost[RED]->posX == 0x80){
// schedules a cutscene substate change in 1.5 seconds
theScheduler->addScheduledTask(new Task(8, Task::TEN_HUNDREDTHS, 15));
// increment cutscene substate
theGame->cutsceneState[1]++;
} else {
cutsceneMainLoop(true);
}
}
void SecondCutscene9Substate::run()
{
theGame->ghost[RED]->posX += 2;
// set broken ghost tiles
theGame->VRAM[0x1d2] = 0x6c;
theGame->VRAM[0x1d3] = 0x6d;
theGame->VRAM[0x1f2] = theGame->VRAM[0x1f3] = 0x40;
// schedules a cutscene substate change in a second
theScheduler->addScheduledTask(new Task(8, Task::TEN_HUNDREDTHS, 10));
// increment cutscene substate
theGame->cutsceneState[1]++;
}
void SecondCutsceneBSubstate::run()
{
// schedules a cutscene substate change in 2 seconds
theScheduler->addScheduledTask(new Task(8, Task::TEN_HUNDREDTHS, 20));
// increment cutscene substate
theGame->cutsceneState[1]++;
}
void SecondCutsceneDSubstate::run()
{
// reset cutscene state
theGame->cutsceneState[1] = 0;
// increments level substate
theGame->states[PLAYING]->substate += 2;
}
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