tournamentsetupstate.cpp

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//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's Software//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//#if defined (HAVE_CONFIG_H)#include <config.h>#endif // HAVE_CONFIG_H#include <sstream>#include "File.h"#include "System.h"#include "TournamentSetupState.h"#include "TournamentState.h"using namespace Amoebax;static const uint16_t k_CharacterImageX = 993;static const uint16_t k_CharacterImageY = 412;static const uint8_t k_ComputerFacesRow = 2;static const uint16_t k_ComputerFacesRowY = 730;static const uint8_t k_ComputerCharactersColumns = 6;static const uint16_t k_ComputerCharactersLabelY = 645;static const uint16_t k_FaceHeight = 128;static const uint16_t k_FaceSpan = 154;static const uint8_t k_FacesPerRow = 7;static const uint16_t k_FaceStartX = 160;static const uint16_t k_FaceWidth = 128;static const uint8_t k_FemaleFacesRow = 0;static const uint16_t k_FemaleFacesRowY = 350;static const uint8_t k_HumanCharactersColumns = 4;static const uint16_t k_HumanCharactersLabelY = 265;static const uint8_t k_MaleFacesRow = 1;static const uint16_t k_MaleFacesRowY = 504;static const uint8_t k_NumCharacters = 14;static const uint8_t k_NumCharactersRows = 3;static const uint16_t k_SelectPlayerX = 160;static const uint16_t k_SelectPlayerY = 190;static const int32_t k_TimeToWait = 2500;////// \brief Default constructor.////// \param players The number of players.///TournamentSetupState::TournamentSetupState (uint8_t players):    IState (),    m_Background (0),    m_CurrentPlayer (0),    m_Font (0),    m_NumPlayers (players),    m_Characters (),    m_SelectedCharacters (),    m_SelectedCol (0),    m_SelectedRow (0),    m_Selection (0),    m_TimeToWait (k_TimeToWait){    m_Characters[0].name = "Kim";    m_Characters[1].name = "Sasha";    m_Characters[2].name = "Brooke";    m_Characters[3].name = "Lem";    m_Characters[4].name = "Tom";    m_Characters[5].name = "Ed";    m_Characters[6].name = "Gary";    m_Characters[7].name = "Nicholas";    m_Characters[8].name = "K.Quita";    m_Characters[9].name = "Angus";    m_Characters[10].name = "Kerberos";    m_Characters[11].name = "Spike";    m_Characters[12].name = "Mr.Bones";    m_Characters[13].name = "Pen";    loadGraphicResources ();}voidTournamentSetupState::activate (void){}////// \brief Tells if all characters are selected.////// \return \a true if all players have selected a characters,///         \a false otherwise.///inline boolTournamentSetupState::allCharactersSelected (void) const{    return getCurrentPlayer () == getNumPlayers ();}////// \brief Deselects the last selected character.////// If there's now selected character, this function return to the main/// menu.///voidTournamentSetupState::deselectCharacter (void){    if ( m_SelectedCharacters.empty () )    {        System::getInstance ().returnToMainMenu ();    }    else    {        setSelectedCol (m_SelectedCharacters.back ().col);        setSelectedRow (m_SelectedCharacters.back ().row);        m_SelectedCharacters.pop_back ();        setPreviousPlayer ();    }}////// \brief Gets the player that currently selects a character.////// \return The player index in the range of 0..getNumPlayers()-1.///inline uint8_tTournamentSetupState::getCurrentPlayer (void) const{    return m_CurrentPlayer;}////// \brief Gets the number of players that will select a character.////// \return The number of players that need to select a player.///inline uint8_tTournamentSetupState::getNumPlayers (void) const{    return m_NumPlayers;}////// \brief Gets the time to wait before changing to the tournament state.////// \return The number of milliseconds to wait before we can change///         the current state to the tournament state.///inline int32_tTournamentSetupState::getTimeToWait (void) const{    return m_TimeToWait;}////// \brief Gets the unscaled X position of a column of the character grid.////// \param col The column to compute the X position of./// \return The unscaled X position of column \p col.///inline uint16_tTournamentSetupState::getXPositionOfCol (uint8_t col) const{    return k_FaceStartX + k_FaceSpan * col;}////// \brief Gets the unscaled Y position of a row of the characters grid.////// \param row The row to compute the Y position of./// \return The unscaled Y position of row \p row.///uint16_tTournamentSetupState::getYPositionOfRow (uint8_t row) const{    uint16_t y;    switch ( row )    {        case k_FemaleFacesRow:            y = k_FemaleFacesRowY;            break;        case k_MaleFacesRow:            y = k_MaleFacesRowY;            break;        case k_ComputerFacesRow:            y = k_ComputerFacesRowY;            break;        default:            y = k_FemaleFacesRowY;            break;    }    return y;}////// \brief Tells if the currently selected grid position is valid.////// A valid position is any position where there's no selected character.///boolTournamentSetupState::isSelectedPositionValid (void) const{    for ( std::vector<SelectedCharacter>::const_iterator currentCharacter = m_SelectedCharacters.begin () ;          currentCharacter != m_SelectedCharacters.end () ;          ++currentCharacter )    {        if ( currentCharacter->col == getSelectedCol () &&             currentCharacter->row == getSelectedRow () )        {            return false;        }    }    return true;}voidTournamentSetupState::joyMotion (uint8_t joystick, uint8_t axis, int16_t value){}voidTournamentSetupState::joyDown (uint8_t joystick, uint8_t button){#if defined (IS_GP2X_HOST)&& !defined (__SYMBIAN32__)    switch (button)    {        case GP2X_BUTTON_A:        case GP2X_BUTTON_B:        case GP2X_BUTTON_CLICK:            selectCharacter ();            break;        case GP2X_BUTTON_DOWN:            selectNextRow ();            break;        case GP2X_BUTTON_LEFT:            selectPreviousCol ();            break;        case GP2X_BUTTON_RIGHT:            selectNextCol ();            break;        case GP2X_BUTTON_UP:            selectPreviousRow ();            break;        case GP2X_BUTTON_X:            deselectCharacter ();            break;    }#endif // IS_GP2X_HOST}voidTournamentSetupState::joyUp (uint8_t joystick, uint8_t button){}#if !defined (IS_GP2X_HOST)|| defined (__SYMBIAN32__)voidTournamentSetupState::keyDown (uint32_t key){    switch (key)    {        case SDLK_DOWN:
		case SDLK_PAGEDOWN:            selectNextRow ();            break;        case SDLK_ESCAPE:            deselectCharacter ();            break;        case SDLK_LEFT:            selectPreviousCol ();            break;        case SDLK_RETURN:
		case SDLK_F5:            selectCharacter ();            break;        case SDLK_RIGHT:            selectNextCol ();            break;        case SDLK_UP:
		case SDLK_PAGEUP:            selectPreviousRow ();            break;    }}voidTournamentSetupState::keyUp (uint32_t key){}#endif // !IS_GP2X_HOST////// \brief Gets the currently selected column.////// \return The index of the column of the currently selected character.///inline uint8_tTournamentSetupState::getSelectedCol (void) const{    return m_SelectedCol;}////// \brief Gets the currently selected character.////// \return The currently selected character.///inline const TournamentSetupState::CharacterInfo &TournamentSetupState::getSelectedCharacter (void) const{    return m_Characters[getSelectedCharacterIndex ()];}////// \brief Gets the index of the currently selected character.////// \return The index of the currently selected character.///inline uint8_tTournamentSetupState::getSelectedCharacterIndex (void) const{    return getSelectedRow () * 4 + getSelectedCol ();}////// \brief Gets the currently selelected row.////// \return The index of the column of the selected character.///inline uint8_tTournamentSetupState::getSelectedRow (void) const{    return m_SelectedRow;}////// \brief Loads graphic resources.///voidTournamentSetupState::loadGraphicResources (void){    const float screenScale = System::getInstance ().getScreenScaleFactor ();#if defined (IS_GP2X_HOST)    const float originalScale = screenScale;    const uint16_t faceHeight = static_cast<uint16_t>(k_FaceHeight * screenScale);    const uint16_t faceWidth = static_cast<uint16_t>(k_FaceWidth * screenScale);#else // !IS_GP2X_HOST    const float originalScale = 1.0f;    const uint16_t faceHeight = k_FaceHeight;    const uint16_t faceWidth =  k_FaceWidth ;#endif // IS_GP2X_HOST    m_Background.reset (            Surface::fromFile (File::getGraphicsFilePath ("menuBackground.png")));    {        std::auto_ptr<Surface> faces (                Surface::fromFile (File::getGraphicsFilePath ("faces.png")));        for ( uint16_t currentCharacter = 0,                       x = static_cast<uint16_t> (k_FaceStartX * originalScale);              currentCharacter < 4 ;              currentCharacter++,                x += static_cast<uint16_t> (k_FaceSpan * originalScale) )        {            faces->blit ((currentCharacter % k_FacesPerRow) * faceWidth, 0,                         faceWidth, faceHeight, x,                         static_cast<uint16_t> (k_FemaleFacesRowY *                                                originalScale),                         m_Background->toSDLSurface());        }        for ( uint16_t currentCharacter = 4,                       x = static_cast<uint16_t> (k_FaceStartX * originalScale);              currentCharacter < 8 ;

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