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UserInterface.cpp
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UserInterface.cpp
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#include "UserInterface.h"
#include <stdio.h>
#include <stdlib.h>
#ifdef __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# include <GLUT/glut.h>
#else
# include <GL/gl.h>
# include <GL/glu.h>
# include <GL/freeglut.h>
#endif
#include <cmath>
#include <iostream>
#include <unistd.h>
using namespace std;
// Include project files
#include "Interactivity.h"
#include "Environment.h"
bool gameOverState = false; // Game Over state
bool gameLevelState = false; // Level Lost state
bool finishedLevelState = false; // Level Won state
bool safeToDecreaseTime = false; // Allow the time to decrease
bool wonGame = false; // Game Won state
bool intro = true; // Intro state
bool initalScore = true; // Initialize Score state
int score = 0; // Sets starting score
int highScore = 0; // Sets high score
int gTime = 50; // Sets clock
char filename[50] = "highscore.txt"; // filename
FILE *fp; // The file to save/load from
/* Sets high scpre from text file */
void UserInterface::readHighScore() {
fp = fopen(filename, "r");
char buf[4];
fscanf(fp, "%s", buf);
sscanf(buf, "%d", &highScore);
fclose(fp);
}
/* Writes new high scpre from text file */
void UserInterface::writeHighScore() {
if (score > highScore) {
fp = fopen(filename, "w+");
char buf[4];
snprintf(buf, sizeof(buf), "%d", score);
fputs(buf, fp);
fclose(fp);
}
}
/* Increases score */
void UserInterface::incrScore(){
score += 1;
}
/* Decreases score */
void UserInterface::decrScore(int n){
if ((score - n) >= 0)
score -= n;
else
score = 0;
}
/* Score getter */
int UserInterface::getScore(){
return score;
}
/* Decrease time */
void UserInterface::decrTime(){
if (gTime > 0)
gTime -= 1;
}
/* Time getter */
int UserInterface::getTime(){
return gTime;
}
/* Time setter */
void UserInterface::setTime(){
gTime = 50;
}
/* Game Over State getter */
bool UserInterface::getGameOverState(){
return gameOverState;
}
/* Game Over State setter */
void UserInterface::setGameOverState(){
gameOverState = !gameOverState;
}
/* Win Game State getter */
bool UserInterface::getWinGameState(){
return wonGame;
}
/* Win Game State setter */
void UserInterface::setWinGameState(){
wonGame = !wonGame;
}
/* Finished Level State getter */
bool UserInterface::getFinishedLevelState(){
return finishedLevelState;
}
/* Finished Level State setter */
void UserInterface::setFinishedLevelState(){
finishedLevelState = !finishedLevelState;
}
/* Lost Level State getter */
bool UserInterface::getLevelState(){
return gameLevelState;
}
/* Lost Level State setter */
void UserInterface::setLevelState(){
gameLevelState = !gameLevelState;
}
/* Intro State getter */
bool UserInterface::getIntroState(){
return intro;
}
/* Intro State getter */
void UserInterface::setIntroState(){
intro = !intro;
}
/* Calculates time bonus */
bool UserInterface::calculatingScore(){
return safeToDecreaseTime;
}
/* Controls Calculate Time Bonus state */
void UserInterface::setCalculatingScore(bool m){
safeToDecreaseTime = m;
}
// Draws any text passed to it
void drawText(string s) {
void * font = GLUT_BITMAP_HELVETICA_18;
for (string::iterator i = s.begin(); i != s.end(); ++i) {
char c = *i;
if(c == '.')
break;
glutBitmapCharacter(font, c);
glutPostRedisplay();
}
}
// Draws any text passed to it (high score)
void drawHighScore(string s) {
void * font = GLUT_BITMAP_HELVETICA_18;
for (string::iterator i = s.begin(); i != s.end(); ++i) {
char c = *i;
if(c == '.')
break;
glutBitmapCharacter(font, c);
glutPostRedisplay();
}
}
// Draws any text passed to it (intro text)
void drawText2(string s) {
void * font = GLUT_BITMAP_HELVETICA_12;
for (string::iterator i = s.begin(); i != s.end(); ++i) {
char c = *i;
if(c == '.')
break;
glutBitmapCharacter(font, c);
glutPostRedisplay();
}
}
// Draws any text passed to it (State/UI messages)
void drawTextTitles(string s) {
void * font = GLUT_BITMAP_HELVETICA_18;
for (string::iterator i = s.begin(); i != s.end(); ++i) {
char c = *i;
if(c == '.')
break;
glutBitmapCharacter(font, c);
glutPostRedisplay();
}
}
/* Calculates tim bonus */
void calculateScore(){
usleep(2000); //added delay to make the animation more fluent
UserInterface::setCalculatingScore(true);
UserInterface::decrTime();
UserInterface::incrScore();
}
/* Controls Finished Level state */
void UserInterface::finishedLevel(){
//Calulates score
for(int i = 0; i < UserInterface::getTime(); i++){
calculateScore();
}
char buf1[5];
char buf2[5];
char buf3[5];
double temp1 = Interactivity::getLevel();
double temp2 = UserInterface::getScore();
double temp3 = Interactivity::getLives();
snprintf(buf1, sizeof(buf1), "%f", temp1);
snprintf(buf2, sizeof(buf2), "%f", temp2);
snprintf(buf3, sizeof(buf3), "%f", temp3);
string currLevel(buf1);
string currScore(buf2);
string currLives(buf3);
string s[4];
s[0] = "You Beat Level " + currLevel;
s[1] = "Current Score: " + currScore;
s[2] = "Current Lives: " + currLives;
s[3] = "Press 'R' to continue to next level.";
int v = sizeof(s)/24; // number of strings to draw
for(int i = 0; i < 4; i++) {
glRasterPos2i(350, ((-i * 20) - 70));
drawTextTitles(s[i]);
}
}
/* Controls Game Over state */
void UserInterface::gameOver(){
char buf1[5];
double temp1 = UserInterface::getScore();
snprintf(buf1, sizeof(buf1), "%f", temp1);
string finalScore(buf1);
string s[3];
// If player won
if(wonGame){
for(int i = 0; i < UserInterface::getTime(); i++){
// Calculates time bonus
calculateScore();
}
s[0] = "Game Complete";
s[1] = "Final Score: " + finalScore;
s[2] = "Press 'R' to restart game.";
UserInterface::writeHighScore(); //Writes high score to the text file
}
else{
s[0] = "Game Over";
s[1] = "Final Score: " + finalScore;
s[2] = "Press 'R' to restart game.";
}
int v = sizeof(s)/24; // number of strings to draw
for(int i = 0; i < 3; i++) {
glRasterPos2i(350, ((-i * 20) - 70));
drawTextTitles(s[i]);
}
}
/* Controls Level Lost state */
void UserInterface::levelLost(){
char buf1[5];
double temp1 = Interactivity::getLives();
snprintf(buf1, sizeof(buf1), "%f", temp1);
string lifeTotal(buf1);
string s[3];
s[0] = "You Died";
s[1] = "Current Lives: " + lifeTotal;
s[2] = "Press 'R' to restart level.";
int v = sizeof(s)/24; // number of strings to draw
for(int i = 0; i < 3; i++) {
glRasterPos2i(350, ((-i * 20) - 70));
drawTextTitles(s[i]);
}
}
/* Draws left test UI */
void drawLeft() {
char buf1[5];
char buf2[5];
char buf3[5];
char buf4[5];
char buf5[5];
char buf6[5];
UserInterface::readHighScore(); // Reads in high score from text file
double temp1 = Interactivity::getLevel();
double temp2 = (Interactivity::getAmountOfBlocks() - Interactivity::getBeenTo());
double temp3 = UserInterface::getScore();
double temp4 = UserInterface::getTime();
double temp5 = Interactivity::getLives();
double temp6 = highScore;
snprintf(buf1, sizeof(buf1), "%f", temp1);
snprintf(buf2, sizeof(buf2), "%f", temp2);
snprintf(buf3, sizeof(buf3), "%f", temp3);
snprintf(buf4, sizeof(buf4), "%f", temp4);
snprintf(buf5, sizeof(buf5), "%f", temp5);
snprintf(buf6, sizeof(buf6), "%f", temp6);
string level(buf1); // char array to float
string blocksLeft(buf2); // char array to float
string scoreTot(buf3); // char array to float
string currTime(buf4); // char array to float
string currLives(buf5); // char array to float
string hScore(buf6); // char array to float
string s[5];
s[0] = "Current Level: " + level;
s[1] = "Blocks Left: " + blocksLeft;
s[2] = "Score: " + scoreTot;
s[3] = "Time Left: " + currTime + " s";
s[4] = "Lives Left: " + currLives;
string use = "High Score: " + hScore;
// Render each string
int v = sizeof(s)/24; // number of strings to draw
for(int i = 0; i < 5; i++) {
glRasterPos2i(10, ((-i * 20) + 30));
drawText(s[i]);
}
glRasterPos2i(375, 30);
drawHighScore(use); //Draws highscore to screen
}
/* Draws minimap on top right of UI */
void drawRight() {
glPushMatrix();
glTranslatef(0, -490, 0);
glRasterPos2i(0, 0);
glDisable(GL_LIGHTING);
glColor3f(0, 0.509, 0.501);
glBegin(GL_QUADS);
glVertex2f(760.0, 340.0);
glVertex2f(760.0, 540.0);
glVertex2f(960.0, 540.0);
glVertex2f(960.0, 340.0);
glEnd();
glColor3f(0, 0, 0);
glBegin(GL_QUADS);
glVertex2f(750.0, 330.0);
glVertex2f(750.0, 540.0);
glVertex2f(960.0, 540.0);
glVertex2f(960.0, 330.0);
glEnd();
switch(Interactivity::getLevel()) {
case 1:
glTranslatef(905, 485, 0);
glScalef(20, 20, 1);
glRotatef(90, 1, 0, 0);
glRotatef(270, 0, 1, 0);
break;
case 2:
glTranslatef(925, 495, 0);
glScalef(15, 15, 1);
glRotatef(90, 1, 0, 0);
glRotatef(270, 0, 1, 0);
break;
case 3:
glTranslatef(935, 510, 0);
glScalef(12, 12, 1);
glRotatef(90, 1, 0, 0);
glRotatef(270, 0, 1, 0);
break;
}
Environment::drawBoard();
glEnable(GL_LIGHTING);
glPopMatrix();
}
/* Draws the intro screen */
void drawIntro(){
string s[10];
s[0] = "Welcome to Q*bert!";
s[1] = "Here are the rules:";
s[2] = "-Controls are found in terminal.";
s[3] = "-By stepping on a block for the first time it will change colour, and you'll gain 1;";
s[4] = "-If you step on a block that has already been stepped on, you lose 1 point;";
s[5] = "-You lose a life by jumping off the ledge, or touching an enemy, resulting in -15 points;";
s[6] = "-A Game Over occurs when either yourun out of lives or run out of time;";
s[7] = "-Whatever time you have left upon level completion will be added to your score;";
s[8] = " ";
s[9] = "Press 'R' to continue to start!";
int v = sizeof(s)/24; // number of strings to draw
for(int i = 0; i < 10; i++) {
glRasterPos2i(10, ((-i * 20) + 30));
drawText2(s[i]);
}
}
// draws the player and calls the necessary logic functions
void UserInterface::drawUI() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glLoadIdentity();
gluOrtho2D(0, 960, 50 - 540, 50);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_CULL_FACE);
glClear(GL_DEPTH_BUFFER_BIT);
glColor3f(0, 0, 0);
if(UserInterface::getIntroState()){
drawIntro();
//UserInterface::setIntroState();
}
else{
drawLeft();
drawRight();
if(UserInterface::getWinGameState())
UserInterface::gameOver();
else if(UserInterface::getGameOverState())
UserInterface::gameOver();
else if(UserInterface::getLevelState())
UserInterface::levelLost();
else if(UserInterface::getFinishedLevelState())
UserInterface::finishedLevel();
}
// Making sure we can render 3D again
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glDisable(GL_COLOR_MATERIAL);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}