reformatting code according to guidelines defined at

http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
techdragon.nguyen@gmail.com
2010-11-16 00:55:16 +00:00
parent c79fdcbf50
commit acd7bb1aa4
103 changed files with 38044 additions and 31222 deletions

View File

@@ -27,415 +27,445 @@
#define DEFAULT_DURATION .25
MTGAllCards * GameApp::collection = NULL;
int GameApp::players[] = {0,0};
int GameApp::players[] = { 0, 0 };
int GameApp::HasMusic = 1;
JMusic * GameApp::music = NULL;
string GameApp::currentMusicFile = "";
string GameApp::systemError = "";
JQuad* manaIcons[7] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL};
JQuad* manaIcons[7] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL };
GameState::GameState(GameApp* parent): mParent(parent)
GameState::GameState(GameApp* parent) :
mParent(parent)
{
mEngine = JGE::GetInstance();
mEngine = JGE::GetInstance();
}
GameApp::GameApp(): JApp()
GameApp::GameApp() :
JApp()
{
#ifdef DEBUG
nbUpdates = 0;
totalFPS = 0;
nbUpdates = 0;
totalFPS = 0;
#endif
#ifdef DOLOG
remove(LOG_FILE);
remove(LOG_FILE);
#endif
mScreenShotCount = 0;
mScreenShotCount = 0;
for (int i=0; i < GAME_STATE_MAX ; i++)
mGameStates[i] = NULL;
for (int i = 0; i < GAME_STATE_MAX; i++)
mGameStates[i] = NULL;
mShowDebugInfo = false;
players[0] = 0;
players[1] = 0;
gameType = GAME_TYPE_CLASSIC;
mShowDebugInfo = false;
players[0] = 0;
players[1] = 0;
gameType = GAME_TYPE_CLASSIC;
mCurrentState = NULL;
mNextState = NULL;
collection = NULL;
music = NULL;
mCurrentState = NULL;
mNextState = NULL;
collection = NULL;
music = NULL;
}
GameApp::~GameApp()
{
}
void GameApp::Create()
{
srand((unsigned int)time(0)); // initialize random
srand((unsigned int) time(0)); // initialize random
#ifndef QT_CONFIG
#if defined (WIN32)
_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#elif not defined (LINUX)
pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
#endif
#endif //QT_CONFIG
//_CrtSetBreakAlloc(368);
LOG("starting Game");
//_CrtSetBreakAlloc(368);
LOG("starting Game");
//Find the Res folder
std::ifstream mfile("Res.txt");
string resPath;
if(mfile){
if (std::getline(mfile, resPath)) {
if (resPath[resPath.size()-1] == '\r') resPath.erase(resPath.size()-1); //Handle DOS files
//TODO ERROR Handling if file does not exist
JFileSystem::GetInstance()->SetResourceRoot(trim(resPath));
//Find the Res folder
std::ifstream mfile("Res.txt");
string resPath;
if (mfile)
{
if (std::getline(mfile, resPath))
{
if (resPath[resPath.size() - 1] == '\r')
resPath.erase(resPath.size() - 1); //Handle DOS files
//TODO ERROR Handling if file does not exist
JFileSystem::GetInstance()->SetResourceRoot(trim(resPath));
}
mfile.close();
}
mfile.close();
}
LOG("Res Root:");
LOG(JFileSystem::GetInstance()->GetResourceRoot().c_str());
//Link this to our settings manager.
options.theGame = this;
//Link this to our settings manager.
options.theGame = this;
//Ensure that options are partially loaded before loading files.
LOG("options.reloadProfile()");
options.reloadProfile();
//Ensure that options are partially loaded before loading files.
LOG("options.reloadProfile()");
options.reloadProfile();
LOG("Checking for music files");
//Test for Music files presence
string filepath = JGE_GET_RES(resources.musicFile("Track0.mp3"));
std::ifstream file(filepath.c_str());
if (file)
file.close();
else
HasMusic = 0;
LOG("Checking for music files");
//Test for Music files presence
string filepath = JGE_GET_RES(resources.musicFile("Track0.mp3"));
std::ifstream file(filepath.c_str());
if (file)
file.close();
else
HasMusic = 0;
filepath = JGE_GET_RES(resources.musicFile("Track1.mp3"));
std::ifstream file2(filepath.c_str());
if (file2)
file2.close();
else
HasMusic = 0;
filepath = JGE_GET_RES(resources.musicFile("Track1.mp3"));
std::ifstream file2(filepath.c_str());
if (file2)
file2.close();
else
HasMusic = 0;
LOG("Loading Textures");
LOG("--Loading menuicons.png");
resources.RetrieveTexture("menuicons.png", RETRIEVE_MANAGE);
LOG("---Gettings menuicons.png quads");
//Creating thes quad in this specific order allows us to have them in the correct order to call them by integer id
manaIcons[Constants::MTG_COLOR_GREEN] = resources.RetrieveQuad("menuicons.png", 2 + 0 * 36, 38, 32, 32, "c_green",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLUE] = resources.RetrieveQuad("menuicons.png", 2 + 1 * 36, 38, 32, 32, "c_blue",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_RED] = resources.RetrieveQuad("menuicons.png", 2 + 3 * 36, 38, 32, 32, "c_red", RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLACK] = resources.RetrieveQuad("menuicons.png", 2 + 2 * 36, 38, 32, 32, "c_black",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_WHITE] = resources.RetrieveQuad("menuicons.png", 2 + 4 * 36, 38, 32, 32, "c_white",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_LAND] = resources.RetrieveQuad("menuicons.png", 2 + 5 * 36, 38, 32, 32, "c_land",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_ARTIFACT] = resources.RetrieveQuad("menuicons.png", 2 + 6 * 36, 38, 32, 32, "c_artifact",
RETRIEVE_MANAGE);
LOG("Loading Textures");
LOG("--Loading menuicons.png");
resources.RetrieveTexture("menuicons.png",RETRIEVE_MANAGE);
LOG("---Gettings menuicons.png quads");
//Creating thes quad in this specific order allows us to have them in the correct order to call them by integer id
manaIcons[Constants::MTG_COLOR_GREEN] = resources.RetrieveQuad("menuicons.png", 2 + 0*36, 38, 32, 32, "c_green",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLUE] = resources.RetrieveQuad("menuicons.png", 2 + 1*36, 38, 32, 32, "c_blue",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_RED] = resources.RetrieveQuad("menuicons.png", 2 + 3*36, 38, 32, 32, "c_red",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLACK] = resources.RetrieveQuad("menuicons.png", 2 + 2*36, 38, 32, 32, "c_black",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_WHITE] = resources.RetrieveQuad("menuicons.png", 2 + 4*36, 38, 32, 32, "c_white",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_LAND] = resources.RetrieveQuad("menuicons.png", 2 + 5*36, 38, 32, 32, "c_land",RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_ARTIFACT] = resources.RetrieveQuad("menuicons.png", 2 + 6*36, 38, 32, 32, "c_artifact",RETRIEVE_MANAGE);
for (int i = sizeof(manaIcons) / sizeof(manaIcons[0]) - 1; i >= 0; --i)
if (manaIcons[i])
manaIcons[i]->SetHotSpot(16, 16);
LOG("--Loading back.jpg");
resources.RetrieveTexture("back.jpg", RETRIEVE_MANAGE);
JQuad * jq = resources.RetrieveQuad("back.jpg", 0, 0, 0, 0, "back", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(jq->mWidth / 2, jq->mHeight / 2);
for (int i = sizeof(manaIcons)/sizeof(manaIcons[0]) - 1; i >= 0; --i)
if (manaIcons[i]) manaIcons[i]->SetHotSpot(16,16);
resources.RetrieveTexture("back_thumb.jpg", RETRIEVE_MANAGE);
resources.RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "back_thumb", RETRIEVE_MANAGE);
LOG("--Loading back.jpg");
resources.RetrieveTexture("back.jpg",RETRIEVE_MANAGE);
JQuad * jq = resources.RetrieveQuad("back.jpg", 0, 0, 0, 0, "back",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(jq->mWidth/2, jq->mHeight/2);
LOG("--Loading particles.png");
resources.RetrieveTexture("particles.png", RETRIEVE_MANAGE);
jq = resources.RetrieveQuad("particles.png", 0, 0, 32, 32, "particles", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(16, 16);
jq = resources.RetrieveQuad("particles.png", 64, 0, 32, 32, "stars", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(16, 16);
resources.RetrieveTexture("back_thumb.jpg",RETRIEVE_MANAGE);
resources.RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "back_thumb",RETRIEVE_MANAGE);
LOG("--Loading fonts");
string lang = options[Options::LANG].str;
std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
resources.InitFonts(lang);
LOG("--Loading particles.png");
resources.RetrieveTexture("particles.png",RETRIEVE_MANAGE);
jq = resources.RetrieveQuad("particles.png", 0, 0, 32, 32, "particles",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(16,16);
jq = resources.RetrieveQuad("particles.png", 64, 0, 32, 32, "stars",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(16,16);
LOG("--Loading various textures");
resources.RetrieveTexture("phasebar.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("wood.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("gold.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("goldglow.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
resources.RetrieveTexture("handback.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("BattleIcon.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("DefenderIcon.png", RETRIEVE_MANAGE);
resources.RetrieveTexture("shadow.png", RETRIEVE_MANAGE);
LOG("--Loading fonts");
string lang = options[Options::LANG].str;
std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
resources.InitFonts(lang);
jq = resources.RetrieveQuad("BattleIcon.png", 0, 0, 25, 25, "BattleIcon", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(12, 12);
jq = resources.RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23, "DefenderIcon", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(12, 12);
jq = resources.RetrieveQuad("shadow.png", 0, 0, 16, 16, "shadow", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(8, 8);
jq = resources.RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE);
LOG("--Loading various textures");
resources.RetrieveTexture("phasebar.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("wood.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("gold.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("goldglow.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("backdrop.jpg",RETRIEVE_MANAGE);
resources.RetrieveTexture("handback.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("BattleIcon.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("DefenderIcon.png",RETRIEVE_MANAGE);
resources.RetrieveTexture("shadow.png",RETRIEVE_MANAGE);
LOG("Init Collection");
collection = NEW MTGAllCards();
jq = resources.RetrieveQuad("BattleIcon.png", 0, 0, 25, 25,"BattleIcon",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(12, 12);
jq = resources.RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23,"DefenderIcon",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(12, 12);
jq = resources.RetrieveQuad("shadow.png", 0, 0, 16, 16,"shadow",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(8, 8);
jq = resources.RetrieveQuad("phasebar.png",0,0,0,0,"phasebar",RETRIEVE_MANAGE);
LOG("Creating Game States");
mGameStates[GAME_STATE_DECK_VIEWER] = NEW GameStateDeckViewer(this);
mGameStates[GAME_STATE_DECK_VIEWER]->Create();
LOG("Init Collection");
collection = NEW MTGAllCards();
mGameStates[GAME_STATE_MENU] = NEW GameStateMenu(this);
mGameStates[GAME_STATE_MENU]->Create();
LOG("Creating Game States");
mGameStates[GAME_STATE_DECK_VIEWER] = NEW GameStateDeckViewer(this);
mGameStates[GAME_STATE_DECK_VIEWER]->Create();
mGameStates[GAME_STATE_DUEL] = NEW GameStateDuel(this);
mGameStates[GAME_STATE_DUEL]->Create();
mGameStates[GAME_STATE_MENU] = NEW GameStateMenu(this);
mGameStates[GAME_STATE_MENU]->Create();
mGameStates[GAME_STATE_SHOP] = NEW GameStateShop(this);
mGameStates[GAME_STATE_SHOP]->Create();
mGameStates[GAME_STATE_DUEL] = NEW GameStateDuel(this);
mGameStates[GAME_STATE_DUEL]->Create();
mGameStates[GAME_STATE_OPTIONS] = NEW GameStateOptions(this);
mGameStates[GAME_STATE_OPTIONS]->Create();
mGameStates[GAME_STATE_SHOP] = NEW GameStateShop(this);
mGameStates[GAME_STATE_SHOP]->Create();
mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
mGameStates[GAME_STATE_AWARDS]->Create();
mGameStates[GAME_STATE_OPTIONS] = NEW GameStateOptions(this);
mGameStates[GAME_STATE_OPTIONS]->Create();
mGameStates[GAME_STATE_STORY] = NEW GameStateStory(this);
mGameStates[GAME_STATE_STORY]->Create();
mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
mGameStates[GAME_STATE_AWARDS]->Create();
mGameStates[GAME_STATE_TRANSITION] = NULL;
mGameStates[GAME_STATE_STORY] = NEW GameStateStory(this);
mGameStates[GAME_STATE_STORY]->Create();
mCurrentState = NULL;
mNextState = mGameStates[GAME_STATE_MENU];
mGameStates[GAME_STATE_TRANSITION] = NULL;
//Set Audio volume
JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
mCurrentState = NULL;
mNextState = mGameStates[GAME_STATE_MENU];
DebugTrace("size of MTGCard: "<< sizeof(MTGCard));
DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
//Set Audio volume
JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
DebugTrace("size of MTGCard: "<< sizeof(MTGCard));
DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
LOG("Game Creation Done.");
LOG("Game Creation Done.");
}
void GameApp::LoadGameStates()
{
}
void GameApp::Destroy()
{
LOG("==Destroying GameApp==");
for (int i=GAME_STATE_MENU;i<=GAME_STATE_MAX-1;i++)
{
if (mGameStates[i]){
mGameStates[i]->Destroy();
SAFE_DELETE(mGameStates[i]);
LOG("==Destroying GameApp==");
for (int i = GAME_STATE_MENU; i <= GAME_STATE_MAX - 1; i++)
{
if (mGameStates[i])
{
mGameStates[i]->Destroy();
SAFE_DELETE(mGameStates[i]);
}
}
}
if (collection){
collection->destroyAllCards();
SAFE_DELETE(collection);
}
delete(DeckStats::GetInstance());
if (collection)
{
collection->destroyAllCards();
SAFE_DELETE(collection);
}
delete (DeckStats::GetInstance());
SAFE_DELETE(Subtypes::subtypesList);
SAFE_DELETE(DeckMetaDataList::decksMetaData);
SAFE_DELETE(Subtypes::subtypesList);
SAFE_DELETE(DeckMetaDataList::decksMetaData);
playMusic("none");
playMusic("none");
Translator::EndInstance();
WCFilterFactory::Destroy();
SimpleMenu::destroy();
DeckMenu::destroy();
DeckEditorMenu::destroy();
Translator::EndInstance();
WCFilterFactory::Destroy();
SimpleMenu::destroy();
DeckMenu::destroy();
DeckEditorMenu::destroy();
options.theGame = NULL;
LOG("==Destroying GameApp Successful==");
options.theGame = NULL;
LOG("==Destroying GameApp Successful==");
}
void GameApp::Update()
{
if (systemError.size()) return;
JGE* mEngine = JGE::GetInstance();
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonClick(JGE_BTN_CANCEL))
if (systemError.size())
return;
JGE* mEngine = JGE::GetInstance();
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonClick(JGE_BTN_CANCEL))
{
char s[80];
sprintf(s, "ms0:/psp/photo/MTG%d.png", mScreenShotCount++);
JRenderer::GetInstance()->ScreenShot(s);
char s[80];
sprintf(s, "ms0:/psp/photo/MTG%d.png", mScreenShotCount++);
JRenderer::GetInstance()->ScreenShot(s);
}
//Exit when START and X ARE PRESSED SIMULTANEOUSLY
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_SEC)){
mEngine->End();
return;
}
//Restart Rendering engine when START and SQUARE ARE PRESSED SIMULTANEOUSLY
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_PRI))
JRenderer::Destroy();
float dt = mEngine->GetDelta();
if (dt > 35.0f) // min 30 FPS ;)
dt = 35.0f;
TransitionBase * mTrans = NULL;
if (mCurrentState){
mCurrentState->Update(dt);
if(mGameStates[GAME_STATE_TRANSITION] == mCurrentState)
mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION];
}
//Check for finished transitions.
if(mTrans && mTrans->Finished()){
mTrans->End();
if(mTrans->to != NULL && !mTrans->bAnimationOnly){
mCurrentState = mTrans->to;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
mCurrentState->Start();
//Exit when START and X ARE PRESSED SIMULTANEOUSLY
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_SEC))
{
mEngine->End();
return;
}
else{
mCurrentState = mTrans->from;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
}
}
if (mNextState != NULL)
{
if (mCurrentState != NULL)
mCurrentState->End();
mCurrentState = mNextState;
//Restart Rendering engine when START and SQUARE ARE PRESSED SIMULTANEOUSLY
if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_PRI))
JRenderer::Destroy();
float dt = mEngine->GetDelta();
if (dt > 35.0f) // min 30 FPS ;)
dt = 35.0f;
TransitionBase * mTrans = NULL;
if (mCurrentState)
{
mCurrentState->Update(dt);
if (mGameStates[GAME_STATE_TRANSITION] == mCurrentState)
mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION];
}
//Check for finished transitions.
if (mTrans && mTrans->Finished())
{
mTrans->End();
if (mTrans->to != NULL && !mTrans->bAnimationOnly)
{
mCurrentState = mTrans->to;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
mCurrentState->Start();
}
else
{
mCurrentState = mTrans->from;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
}
}
if (mNextState != NULL)
{
if (mCurrentState != NULL)
mCurrentState->End();
mCurrentState = mNextState;
#if defined (WIN32) || defined (LINUX)
#else
/*
int maxLinear = ramAvailableLineareMax();
int ram = ramAvailable();
char buf[512];
sprintf(buf, "Ram : linear max: %i - total : %i\n",maxLinear, ram);
fprintf(stderr,buf);
*/
/*
int maxLinear = ramAvailableLineareMax();
int ram = ramAvailable();
char buf[512];
sprintf(buf, "Ram : linear max: %i - total : %i\n",maxLinear, ram);
fprintf(stderr,buf);
*/
#endif
mCurrentState->Start();
mNextState = NULL;
mCurrentState->Start();
mNextState = NULL;
}
}
void GameApp::Render()
{
if (systemError.size()){
fprintf(stderr, "%s", systemError.c_str());
WFont * mFont= resources.GetWFont(Fonts::MAIN_FONT);
if (mFont) mFont->DrawString(systemError.c_str(),1,1);
return;
}
if (systemError.size())
{
fprintf(stderr, "%s", systemError.c_str());
WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
if (mFont)
mFont->DrawString(systemError.c_str(), 1, 1);
return;
}
JRenderer * renderer = JRenderer::GetInstance();
renderer->ClearScreen(ARGB(0,0,0,0));
JRenderer * renderer = JRenderer::GetInstance();
renderer->ClearScreen(ARGB(0,0,0,0));
if (mCurrentState)
mCurrentState->Render();
if (mCurrentState)
mCurrentState->Render();
#ifdef DEBUG_CACHE
resources.DebugRender();
resources.DebugRender();
#endif
#ifdef DEBUG
JGE* mEngine = JGE::GetInstance();
float fps = mEngine->GetFPS();
totalFPS += fps;
nbUpdates+=1;
WFont * mFont= resources.GetWFont(Fonts::MAIN_FONT);
char buf[512];
sprintf(buf, "avg:%.02f - %.02f fps",totalFPS/nbUpdates, fps);
if (mFont) {
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buf, 10, SCREEN_HEIGHT-15);
}
JGE* mEngine = JGE::GetInstance();
float fps = mEngine->GetFPS();
totalFPS += fps;
nbUpdates+=1;
WFont * mFont= resources.GetWFont(Fonts::MAIN_FONT);
char buf[512];
sprintf(buf, "avg:%.02f - %.02f fps",totalFPS/nbUpdates, fps);
if (mFont)
{
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buf, 10, SCREEN_HEIGHT-15);
}
#endif
}
void GameApp::SetNextState(int state)
{
mNextState = mGameStates[state];
mNextState = mGameStates[state];
}
void GameApp::Pause(){
void GameApp::Pause()
{
}
void GameApp::Resume(){
void GameApp::Resume()
{
}
void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly){
TransitionBase * tb = NULL;
GameState * toState = NULL;
if(options[Options::TRANSITIONS].number != 0){
if(tostate != GAME_STATE_NONE)
SetNextState(tostate);
return;
}
void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly)
{
TransitionBase * tb = NULL;
GameState * toState = NULL;
if (options[Options::TRANSITIONS].number != 0)
{
if (tostate != GAME_STATE_NONE)
SetNextState(tostate);
return;
}
if(tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX)
toState = mGameStates[tostate];
if (tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX)
toState = mGameStates[tostate];
if(mGameStates[GAME_STATE_TRANSITION]){
tb =(TransitionBase*) mGameStates[GAME_STATE_TRANSITION];
if(toState)
tb->to = toState; //Additional calls to transition merely update the destination.
return;
}
if (mGameStates[GAME_STATE_TRANSITION])
{
tb = (TransitionBase*) mGameStates[GAME_STATE_TRANSITION];
if (toState)
tb->to = toState; //Additional calls to transition merely update the destination.
return;
}
if(dur < 0)
dur = DEFAULT_DURATION; // Default to this value.
switch(trans){
if (dur < 0)
dur = DEFAULT_DURATION; // Default to this value.
switch (trans)
{
case TRANSITION_FADE_IN:
tb = NEW TransitionFade(this,mCurrentState,toState,dur,true);
break;
tb = NEW TransitionFade(this, mCurrentState, toState, dur, true);
break;
case TRANSITION_FADE:
default:
tb = NEW TransitionFade(this,mCurrentState,toState,dur,false);
}
if(tb){
tb->bAnimationOnly = animonly;
mGameStates[GAME_STATE_TRANSITION] = tb;
mGameStates[GAME_STATE_TRANSITION]->Start();
mCurrentState = tb; //The old current state is ended inside our transition.
} else if(toState) { //Somehow failed, just do standard SetNextState behaviour
mNextState = toState;
}
tb = NEW TransitionFade(this, mCurrentState, toState, dur, false);
}
if (tb)
{
tb->bAnimationOnly = animonly;
mGameStates[GAME_STATE_TRANSITION] = tb;
mGameStates[GAME_STATE_TRANSITION]->Start();
mCurrentState = tb; //The old current state is ended inside our transition.
}
else if (toState)
{ //Somehow failed, just do standard SetNextState behavior
mNextState = toState;
}
}
void GameApp::DoAnimation(int trans, float dur){
DoTransition(trans,GAME_STATE_NONE,dur,true);
void GameApp::DoAnimation(int trans, float dur)
{
DoTransition(trans, GAME_STATE_NONE, dur, true);
}
void GameApp::playMusic(string filename, bool loop) {
if (filename.compare(currentMusicFile) == 0)
return;
void GameApp::playMusic(string filename, bool loop)
{
if (filename.compare(currentMusicFile) == 0)
return;
if (music) {
JSoundSystem::GetInstance()->StopMusic(music);
SAFE_DELETE(music);
}
if (music)
{
JSoundSystem::GetInstance()->StopMusic(music);
SAFE_DELETE(music);
}
if (HasMusic && options[Options::MUSICVOLUME].number > 0){
music = resources.ssLoadMusic(filename.c_str());
if (music) JSoundSystem::GetInstance()->PlayMusic(music, loop);
currentMusicFile = filename;
}
if (HasMusic && options[Options::MUSICVOLUME].number > 0)
{
music = resources.ssLoadMusic(filename.c_str());
if (music)
JSoundSystem::GetInstance()->PlayMusic(music, loop);
currentMusicFile = filename;
}
}