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Game.h
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Game.h
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/*
===============================================================================
Copyright (C) 2015-2023 Ilya Lyakhovets
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 3 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, see <http://www.gnu.org/licenses/>.
===============================================================================
*/
#ifndef __GAME_H__
#define __GAME_H__
#include "Main.h"
#include "Level.h"
#include "Episode.h"
#define ROBOT_DURATION 720.0f
#define MOVE_DELAY 50.0f
#define KEY_DELAY 200.0f
enum moveType_t
{
MOVE_BLOCKED = -1,
MOVE_NONE,
MOVE,
MOVE_BOX,
};
/*
===========================================================
Game
===========================================================
*/
class Game
{
public:
enum class State
{
NONE,
GAME,
EDITOR,
EDITOR_PLAY,
EDITOR_NEW_NAME
};
Game();
bool Init();
void Draw();
void Update();
void GameUpdate();
void EditorUpdate();
void SetState(State state);
void SetEpisode(const Episode &episode);
void SaveEpisode(const char *path = nullptr);
void Reset();
void RestartLevel();
void SetLevel(int level);
void PreviousLevel();
void NextLevel();
void AddLevel();
void DeleteLevel();
bool IsCompleted() const;
bool IsCursorInField() const;
State GetState();
Level & GetLevel();
moveType_t FindPath(int (&path)[LEVEL_WIDTH][LEVEL_HEIGHT], int x, int y);
private:
State state;
Episode episode;
Level gameLevel;
libStack<Level> history;
int currentLevel;
int currentBlock;
int path[LEVEL_WIDTH][LEVEL_HEIGHT];
libVec2i robot;
libVec2i mouse;
libVec2 tileSize;
bool episodeAlreadyExists;
bool gameCompleted;
float moveMouseDelay;
float moveKeyDelay;
libTexture * t_moveBlocked = nullptr;
libTexture * t_movePath = nullptr;
libTexture * t_move = nullptr;
libTexture * t_moveBox = nullptr;
libTexture * t_box = nullptr;
libTexture * t_endpoint = nullptr;
libTexture * t_wall = nullptr;
libTexture * t_floor = nullptr;
libTexture * t_backgrounds = nullptr;
libSprite * t_robot = nullptr;
libSound * s_move = nullptr;
libSound * s_levelComplete = nullptr;
libTimer moveTimer;
};
#endif // !__GAME_H__