- Reward system in Story mode (currently, either credits or random set) - Rules now accept for player 2 to start (see story mode "block" stage) - Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily. - possibility to choose an avatar for both players through the rules (see example in story mode)
147 lines
3.1 KiB
C++
147 lines
3.1 KiB
C++
#ifndef _STORYFLOW_H_
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#define _STORYFLOW_H_
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#include <string>
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#include <map>
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#include <vector>
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using namespace std;
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#include "../../../JGE/src/tinyxml/tinyxml.h"
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#include <JGui.h>
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class GameObserver;
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#define CAMPAIGNS_FOLDER "Res/campaigns/"
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class StoryDialogElement:public JGuiObject {
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public:
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float mX;
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float mY;
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StoryDialogElement(float x, float y, int id = 0);
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void Entering(){};
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bool Leaving(JButton key) {return false;};
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bool ButtonPressed() {return false;};
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bool hasFocus() {return false;};
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virtual float getHeight() = 0;
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};
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class StoryText:public StoryDialogElement {
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public :
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string text;
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int align;
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int font;
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StoryText(string text, float mX, float mY, string align = "center", int font = 0, int id = 0);
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryImage:public StoryDialogElement {
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public :
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string img;
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StoryImage(string img, float mX, float mY);
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryReward:public StoryText {
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public:
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enum {
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STORY_REWARD_CREDITS,
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STORY_REWARD_SET
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};
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int rewardDone;
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string value;
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int type;
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StoryReward(string _type, string _value, string text, float _mX, float _mY, string align = "center", int font = 0, int id = 0);
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void Update(float dt);
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void Render();
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static bool rewardSoundPlayed;
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static bool rewardsEnabled;
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};
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class StoryChoice:public StoryText {
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public:
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string pageId;
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bool mHasFocus;
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float mScale;
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float mTargetScale;
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StoryChoice(string id, string text, int JGOid, float mX, float mY, string _align, int _font, bool hasFocus);
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void Render();
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void Update(float dt);
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void Entering();
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bool Leaving(JButton key);
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bool ButtonPressed();
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bool hasFocus();
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryFlow;
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class StoryPage {
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public:
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StoryFlow * mParent;
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StoryPage(StoryFlow * mParent);
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virtual void Update(float dt)=0;
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virtual void Render()=0;
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virtual ~StoryPage(){};
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};
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class StoryDialog:public StoryPage, public JGuiListener,public JGuiController {
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private:
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vector<StoryDialogElement *>graphics;
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string safeAttribute(TiXmlElement* element, string attribute);
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void RenderElement(StoryDialogElement * elmt);
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public:
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StoryDialog(TiXmlElement* el,StoryFlow * mParent);
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~StoryDialog();
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void Update(float dt);
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void Render();
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void ButtonPressed(int,int);
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static float currentY;
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static float previousY;
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};
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class Rules;
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class StoryDuel:public StoryPage {
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public:
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string pageId;
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string onWin, onLose;
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GameObserver * game;
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Rules * rules;
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StoryDuel(TiXmlElement* el,StoryFlow * mParent);
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virtual ~StoryDuel();
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void Update(float dt);
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void Render();
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void init();
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};
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class StoryFlow{
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private:
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map<string,StoryPage *>pages;
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bool parse(string filename);
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StoryPage * loadPage(TiXmlElement* element);
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bool _gotoPage(string id);
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public:
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string currentPageId;
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string folder;
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StoryFlow(string folder);
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~StoryFlow();
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bool gotoPage(string id);
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bool loadPageId(string id);
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void Update(float dt);
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void Render();
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};
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#endif
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