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ModuleSceneIntro.cpp
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#include "Globals.h"
#include "Application.h"
#include <time.h>
#include "ModuleSceneIntro.h"
#include "ModulePlayer.h"
#include "ModuleAudio.h"
#include "Primitive.h"
#include "PhysBody3D.h"
ModuleSceneIntro::ModuleSceneIntro(Application* app, bool start_enabled) : Module(app, start_enabled)
{
}
ModuleSceneIntro::~ModuleSceneIntro()
{}
// Load assets
bool ModuleSceneIntro::Start()
{
LOG("Loading Intro assets");
bool ret = true;
App->audio->PlayMusic("musicandfx/song.ogg");
Mix_VolumeMusic(volume);//15
lvlfx = App->audio->LoadFx("musicandfx/zap2.wav");
gamewinfx = App->audio->LoadFx("musicandfx/win.wav");
deadfx = App->audio->LoadFx("musicandfx/dead.wav");
//Yellow sensor that moves around, lvl8
sensor_tricky.Size(30, 1, 15);
pb_tricky = App->physics->AddBody(sensor_tricky, 0);
sensor_tricky.color = Yellow;
pb_tricky->SetPos(2010, 3, 210);
pb_tricky->GetTransform(&sensor_tricky.transform);
pb_tricky->SetAsSensor(true);
pb_tricky->collision_listeners.add(this);
// 1 = create a path ; 2 = create a limit path; 3 = create a flag; 4 = create a slider;
//5 = create an obstacle; 6 = create a trap; 7 create an invisible road; 8 set the win condition;
//9 create the level changer; 10 create a ramp; 11 big wall; 12 end ramp; 13 clued path;
int circuit0[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,2,1,2,2,2,
2,2,2,10,2,2,2,
2,2,2,12,2,2,2,
2,2,2,1,2,2,2,
2,2,2,10,2,2,2,
2,2,2,2,2,2,2,
2,2,2,9,2,2,2,
2,2,2,2,2,2,2,
};
int circuit1[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,1,1,1,2,2,
2,2,10,2,1,2,2,
11,2,12,2,10,2,2,
2,2,1,2,4,2,2,
2,2,1,2,1,2,2,
2,2,1,1,1,2,2,
2,2,2,9,2,2,2,
2,2,2,2,2,2,2,
};
int circuit2[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,1,1,1,2,2,
2,2,1,1,1,2,2,
11,2,13,2,6,2,2,
2,2,1,2,1,2,2,
2,2,1,2,1,2,2,
2,2,1,1,1,2,2,
2,2,2,9,2,2,2,
2,2,2,2,2,2,2,
};
int circuit3[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,1,13,1,2,2,
2,2,1,7,1,2,2,
11,2,6,7,6,2,2,
2,2,5,7,5,2,2,
2,2,1,7,1,2,2,
2,2,1,1,1,2,2,
2,2,2,9,2,2,2,
2,2,2,2,2,2,2,
};
int circuit4[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,1,1,1,2,2,
2,7,13,2,13,7,2,
11,7,6,2,6,7,2,
2,7,5,2,5,7,2,
2,2,1,2,1,2,2,
2,2,1,1,1,2,2,
2,2,2,9,2,2,2,
2,2,2,2,2,2,2,
};
int circuit5[70]{
2,2,2,2,2,2,2,
2,2,2,1,1,1,2,
2,2,2,2,2,1,2,
2,1,1,1,1,1,2,
11,1,2,2,2,2,2,
2,1,1,1,1,1,2,
2,2,2,2,2,1,2,
2,2,1,1,1,1,2,
2,9,1,2,2,2,2,
2,2,2,2,2,2,2,
};
int circuit6[70]{
2,2,2,9,2,2,2,
2,2,2,1,2,2,2,
2,2,2,6,2,2,2,
2,2,2,6,2,2,2,
11,2,2,6,2,2,2,
2,2,2,5,2,2,2,
2,2,2,6,2,2,2,
2,2,2,6,2,2,2,
2,2,2,6,2,2,2,
2,2,2,2,2,2,2,
};
int circuit7[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,7,7,1,2,2,2,
2,7,2,10,2,2,2,
11,1,1,1,2,2,2,
2,5,2,2,2,2,2,
2,1,1,1,1,1,2,
2,2,2,7,2,10,2,
2,9,1,1,1,5,2,
2,2,2,2,2,2,2,
};
int circuit8[70]{
2,2,2,2,2,2,2,
2,2,2,1,15,15,2,
2,15,15,15,15,15,2,
2,15,15,15,15,15,2,
11,15,15,15,15,15,2,
2,15,15,15,15,15,2,
2,15,15,15,15,15,2,
2,15,15,15,15,15,2,
2,15,15,15,15,15,2,
2,2,2,2,2,2,2,
};
int circuit9[70]{
2,2,2,2,2,2,2,
2,2,2,1,2,2,2,
2,2,2,14,7,7,2,
2,2,2,6,6,1,2,
11,2,2,2,2,1,2,
2,1,1,1,2,10,2,
2,10,2,5,4,4,2,
2,12,2,1,1,2,2,
2,8,2,2,2,2,2,
2,2,2,2,2,2,2,
};
//load circuit, only for 7-column circuits
for (int i = 0; i < 10; ++i)
{
if (i == 0)
LoadCircuit(circuit, circuit0, i);
if (i == 1)
LoadCircuit(circuit, circuit1, i);
if (i == 2)
LoadCircuit(circuit, circuit2, i);
if (i == 3)
LoadCircuit(circuit, circuit3, i);
if (i == 4)
LoadCircuit(circuit, circuit4, i);
if (i == 5)
LoadCircuit(circuit, circuit5, i);
if (i == 6)
LoadCircuit(circuit, circuit6, i);
if (i == 7)
LoadCircuit(circuit, circuit7, i);
if (i == 8)
LoadCircuit(circuit, circuit8, i);
if (i == 9)
LoadCircuit(circuit, circuit9, i);
}
App->camera->Move(vec3(1.0f, 1.0f, 0.0f));
App->camera->LookAt(vec3(0, 0, 0));
lvltime.Start();
srand(time(NULL));
return ret;
}
// Load assets
bool ModuleSceneIntro::CleanUp()
{
LOG("Unloading Intro scene");
return true;
}
// Update
update_status ModuleSceneIntro::Update(float dt)
{
PaintingAndManaging();
//The player has 30 seconds until the game gives a clue
if (lvltime.Read() / 1000 >= 30)
{
App->player->clue = true;
}
//If the player doesnt arrive in time the level will restart
if (App->player->Nmap == 7)
{
if (run == true)
{
timetrial.Start();
run = false;
}
if (timetrial.Read() / 1000 == 18 && win == true)
{
App->player->Restart(7);
}
}
if (App->player->Nmap == 8)
{
if (trick == true)
{
changing.Start();
trick = false;
}
if (changing.Read() / 1000 == 3)
{
randomize = rand() % 37;
sensor_tricky.SetPos(p[randomize].x, 3, p[randomize].y);
pb_tricky->SetTransform(&sensor_tricky.transform);
trick = true;
}
}
return UPDATE_CONTINUE;
}
void ModuleSceneIntro::OnCollision(PhysBody3D* body1, PhysBody3D* body2)
{
//Victory of the game sensor
if ((body1 == pb_victory) && (body2 == (PhysBody3D*)App->player->vehicle) || (body2 == pb_victory) && (body2 == (PhysBody3D*)App->player->vehicle))
{
if (win)
{
Mix_VolumeMusic(0);
App->audio->PlayFx(gamewinfx);
App->player->playerTime.Stop();
reset.Start();
win = false;
App->player->controls = false;
App->player->reset = 10;
if (App->input->GetKey(SDL_SCANCODE_R) != KEY_DOWN)
{
App->player->Stop();
}
}
if (reset.Read() >= 5000)
{
App->player->Nmap = 0;
App->player->WinAchieved();
}
}
if ((body1 == pb_tricky) && (body2 == (PhysBody3D*)App->player->vehicle) || (body2 == pb_tricky) && (body2 == (PhysBody3D*)App->player->vehicle))
{
App->audio->PlayFx(lvlfx);
lvltime.Start();
App->player->reset++;
App->player->Nmap++;
App->player->Restart(App->player->Nmap);
count++;
}
//Map limits sensors
for (int i = 0; i < s_limits.Count(); i++)
{
if ((body1 == pb_limits[i]) && (body2 == (PhysBody3D*)App->player->vehicle) && win == true || (body2 == pb_limits[i]) && (body1 == (PhysBody3D*)App->player->vehicle) && win == true)
{
App->audio->PlayFx(deadfx);
App->player->Restart(App->player->Nmap);
}
}
//Level changer sensors
for (int i = 0; i < s_endlvl.Count(); i++)
{
if ((body1 == pb_endlvl[i]) && (body2 == (PhysBody3D*)App->player->vehicle) || (body2 == pb_endlvl[i]) && (body1 == (PhysBody3D*)App->player->vehicle))
{
if (count == 0)
{
App->audio->PlayFx(lvlfx);
lvltime.Start();
App->player->reset++;
App->player->Nmap++;
App->player->Restart(App->player->Nmap);
count++;
}
}
}
}
void ModuleSceneIntro::CreateFloor(vec3 scale, int posX, int posZ, int cir)
{
Cube cubes;
PhysBody3D* pb_cube;
Cube cubes2;
PhysBody3D* pb_cube2;
switch (cir)
{
case 1:
//Floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 2:
//Limit
cubes2.Size(scale.x, scale.y, scale.z);
s_limits.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 1, posZ);
pb_limits.PushBack(pb_cube2);
break;
case 3:
//Flag
LOG("%i, %i", posX, posZ);
break;
case 4:
//Limit
cubes2.Size(scale.x, scale.y, scale.z);
s_limits.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 1, posZ);
pb_limits.PushBack(pb_cube2);
//Slider
cubes.Size(scale.x, 8, scale.y);
/*cubes.color = Green;*/
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 100);
pb_cube->SetPos(posX, 14.5, posZ);
App->physics->AddConstraintSlider(*pb_cube, false);
pb_cube->sliders = true;
pb_cube->paiting = true;
pb_cube->clued = true;
pb_cubes.PushBack(pb_cube);
break;
case 5:
//Floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX,1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
//Obstacle
cubes.Size(15, 8, 2);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 3, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 6:
//floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cubes.PushBack(pb_cube);
//limit
cubes2.Size(scale.x, scale.y, scale.z);
s_limits.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 1.1, posZ);
pb_cube->paiting = true;
pb_limits.PushBack(pb_cube2);
break;
case 7:
//invisible floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = false;
pb_cubes.PushBack(pb_cube);
break;
case 8:
//floor
cubes.Size(scale.x, scale.y, scale.z);
cubes.color = Yellow;
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
App->player->Nmap = 0;
//victory sensor
sensor_victory.Size(30, 1, 15);
pb_victory = App->physics->AddBody(sensor_victory, 0);
pb_victory->SetPos(posX, 3, posZ);
pb_victory->GetTransform(&sensor_victory.transform);
pb_victory->SetAsSensor(true);
pb_victory->collision_listeners.add(this);
break;
case 9:
//floor
cubes.Size(scale.x, scale.y, scale.z);
cubes.color = Yellow;
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
//change lvl
cubes2.Size(scale.x, scale.y, scale.z);
cubes2.color = Yellow;
s_endlvl.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 3, posZ);
pb_endlvl.PushBack(pb_cube2);
break;
case 10:
//Limit
cubes2.Size(scale.x, scale.y, scale.z);
s_limits.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 1, posZ);
pb_limits.PushBack(pb_cube2);
//ramp begin
cubes.Size(scale.x, scale.y, scale.z-15);
cubes.SetRotation(-15, vec3(1, 0, 0));
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 3, posZ-10);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 11:
//Big Wall
cubes.Size(1, 100, 500);
cubes.color = Black;
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 12:
//Limit
cubes2.Size(scale.x, scale.y, scale.z);
s_limits.PushBack(cubes2);
pb_cube2 = App->physics->AddBody(cubes2, 0);
pb_cube2->SetPos(posX, 1, posZ);
pb_limits.PushBack(pb_cube2);
//ramp end
cubes.Size(scale.x, scale.y, scale.z-15);
cubes.SetRotation(10, vec3(1, 0, 0));
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 3, posZ+10);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 13:
//Clued floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cube->clued = true;
pb_cubes.PushBack(pb_cube);
break;
case 14:
//Floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
//ramp begin
cubes.Size(scale.x, scale.y, scale.z - 15);
cubes.SetRotation(-15, vec3(1, 0, 0));
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 3, posZ - 10);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
case 15:
//Floor
cubes.Size(scale.x, scale.y, scale.z);
s_cubes.PushBack(cubes);
pb_cube = App->physics->AddBody(cubes, 0);
pb_cube->SetPos(posX, 1, posZ);
pb_cube->paiting = true;
pb_cubes.PushBack(pb_cube);
break;
default:
break;
}
}
void ModuleSceneIntro::PaintingAndManaging()
{
Cube* floor_cube = new Cube(5000.0f, 0.0f, 800.0f);
floor_cube->color = Green;
floor_cube->Render();
sensor_tricky.Render();
if (pb_cubes.Count() != 0 && s_cubes.Count() != 0 && s_cubes.Count() == pb_cubes.Count())
{
for (int i = 0; i < s_cubes.Count(); i++)
{
pb_cubes[i]->GetTransform(&s_cubes[i].transform);
//We paint only the cubes that we need to paint
if(pb_cubes[i]->paiting == true)
{
s_cubes[i].Render();
}
//If the cube is a constraint slider we apply up and down an impulse
if (pb_cubes[i]->sliders == true)
{
if (move)
{
slide.Start();
move = false;
}
if (slide.Read() <= 500)
{
pb_cubes[i]->GetBody()->applyCentralImpulse(btVector3(0, 800, 0));
}
if (slide.Read() >= 1000 && slide.Read() <= 1500)
{
pb_cubes[i]->GetBody()->applyCentralImpulse(btVector3(0, -800, 0));
}
if(slide.Read() >= 2000)
{
move = true;
}
}
//The cubes that have the clue ability will change color when the game gives the clue
if (pb_cubes[i]->clued == true)
{
if (App->player->clue == true || App->player->help == true)
{
s_cubes[i].color = Green;
}
else
{
s_cubes[i].color = White;
}
}
}
}
delete floor_cube;
floor_cube = nullptr;
}
int ModuleSceneIntro::Size(int * vec)
{
int count = 0;
for (int i = 0; vec[i] <= 15 && vec[i] >= 1; ++i)
{
count++;
}
return count;
}
void ModuleSceneIntro::LoadCircuit(int * lvlcircuit, int * circuitx, int poscircuit)
{
// distance between circuits
int desp = poscircuit * 8 * 30;
//choosing the right circuit
for (int i = 0; i < Size(circuitx); ++i)
{
lvlcircuit[i] = circuitx[i];
}
//create map
for (int j = 0; j < 10; j++) {
for (int i = 0; i < 7; i++) {
CreateFloor(vec3(30, 1, 30), 30 * i + desp, 30 * j, circuit[(7 * j) + i]);
if (circuit[(7 * j) + i] == 15)
{
p[saving].x = 30 * i + desp;
p[saving].y = 30 * j;
saving++;
}
}
}
//create sensors
if (pb_limits.Count() != 0 && s_limits.Count() != 0 && s_limits.Count() == pb_limits.Count())
{
for (int i = 0; i < s_limits.Count(); i++)
{
pb_limits[i]->SetAsSensor(true);
pb_limits[i]->collision_listeners.add(this);
}
for (int i = 0; i < s_endlvl.Count(); i++)
{
pb_endlvl[i]->SetAsSensor(true);
pb_endlvl[i]->collision_listeners.add(this);
}
}
}
void ModuleSceneIntro::LevelSelector(int lvlnumber)
{
lvltime.Start();
switch (lvlnumber)
{
case 0:
App->player->reset = 0;
App->player->Nmap = 0;
break;
case 1:
App->player->reset = 1;
App->player->Nmap = 1;
break;
case 2:
App->player->reset = 2;
App->player->Nmap = 2;
break;
case 3:
App->player->reset = 3;
App->player->Nmap = 3;
break;
case 4:
App->player->reset = 4;
App->player->Nmap = 4;
break;
case 5:
App->player->reset = 5;
App->player->Nmap = 5;
break;
case 6:
App->player->reset = 6;
App->player->Nmap = 6;
break;
case 7:
App->player->reset = 7;
App->player->Nmap = 7;
break;
case 8:
App->player->reset = 8;
App->player->Nmap = 8;
break;
case 9:
App->player->reset = 9;
App->player->Nmap = 9;
break;
default:
break;
}
App->player->Restart(App->player->Nmap);
}