CVictory.cpp File Reference

The victory screen (after a player has won all matches). More...

#include "STDAFX.H"
#include "CVictory.h"
#include "CGame.h"

Include dependency graph for CVictory.cpp:


Defines

#define VICTORY_BLACKSCREEN_DURATION   0.750f
#define VICTORY_SCREEN_DURATION   10.0f
#define VICTORY_VIEW_WIDTH   (15*16)
#define VICTORY_VIEW_HEIGHT   (26+13*16)
#define VICTORY_DISPLAY_ORIGIN_X   120
 Display origin of the victory screen.
#define VICTORY_DISPLAY_ORIGIN_Y   110
#define VICTORYWALL_TILE_SPRITE   0
 Wall tile sprite number.
#define VICTORYWALL_TILES_COUNT   8
 How many wall tiles to draw?
#define VICTORYWALL_TILES_INITIAL_X   -9
 Position where to draw the first wall tile.
#define VICTORYWALL_TILES_INITIAL_Y   100
#define VICTORYWALL_TILE_SPACE_X   32
 Space (in pixels) between two wall tile X positions.
#define CROWD_TILES_COUNT_X   23
 How many crowd tiles to draw in a row.
#define CROWD_TILES_COUNT_Y   8
 How many crowd tiles to draw in a column.
#define CROWD_STATES_COUNT   2
 How many states can the crowd have.
#define CROWD_OFFSET_GETUP   -1
 Y position offset to use for bombers that get up.
#define CROWD_OFFSET_SITDOWN   1
 Y position offset to use for bombers that sit down.
#define CROWD_OFFSET_MOVING   0
 Y position offset to use for bombers that change position (getting up or sitting down).
#define CROWD_INITIAL_TILE_X   -4
 Position of the first crowd tile (up left corner).
#define CROWD_INITIAL_TILE_Y   0
#define CROWD_TILE_SIZE_X   14
 Size (in pixels) of one crowd tile.
#define CROWD_TILE_SIZE_Y   16
#define CROWD_TILES_SPACE_X   (CROWD_TILE_SIZE_X - 3)
 Space (in pixels) between two crowd tiles X positions.
#define CROWD_TILES_SPACE_Y   (CROWD_TILE_SIZE_Y - 4)
#define CROWD_ANIMATION_TIME_0   0.300f
 Crowd animation times.
#define CROWD_ANIMATION_TIME_1   CROWD_ANIMATION_TIME_0 * 2
#define CROWD_COLORS_COUNT   9
 How many bomber colors can we have.
#define MEXICAN_WAVE_ANIMATION_TIME   0.07f
#define WINNER_BOMBER_ANIMATION_TIME_0   2.000f
 Victorious bomber animation times.
#define WINNER_BOMBER_ANIMATION_TIME_1   WINNER_BOMBER_ANIMATION_TIME_0 + 0.250f
#define WINNER_BOMBER_ANIMATION_TIME_2   WINNER_BOMBER_ANIMATION_TIME_1 + 0.040f
#define WINNER_BOMBER_ANIMATION_TIME_3   WINNER_BOMBER_ANIMATION_TIME_2 + 0.030f
#define WINNER_BOMBER_ANIMATION_TIME_4   WINNER_BOMBER_ANIMATION_TIME_3 + 0.030f
#define WINNER_BOMBER_ANIMATION_TIME_5   WINNER_BOMBER_ANIMATION_TIME_4 + 0.030f
#define WINNER_BOMBER_ANIMATION_TIME_6   WINNER_BOMBER_ANIMATION_TIME_5 + 0.030f
#define WINNER_BOMBER_ANIMATION_TIME_7   WINNER_BOMBER_ANIMATION_TIME_6 + 0.030f
#define WINNER_BOMBER_ANIMATION_TIME_8   WINNER_BOMBER_ANIMATION_TIME_7 + 0.040f
#define WINNER_BOMBER_ANIMATION_TIME_9   WINNER_BOMBER_ANIMATION_TIME_8 + 0.050f
#define WINNER_BOMBER_ANIMATION_TIME_10   WINNER_BOMBER_ANIMATION_TIME_9 + 0.250f
#define WINNER_BOMBER_ANIMATION_TIME_11   WINNER_BOMBER_ANIMATION_TIME_10 + 0.300f
 Sprite before the last sprite (last sprite is infinite).
#define WINNER_BOMBER_SPRITE_0   0
 Sprite number for the victorious bomber.
#define WINNER_BOMBER_SPRITE_1   1
 (you have to add the color offset to get the
#define WINNER_BOMBER_SPRITE_2   2
 desired bomber color)
#define WINNER_BOMBER_SPRITE_3   3
#define WINNER_BOMBER_SPRITE_4   4
#define WINNER_BOMBER_SPRITE_5   5
#define WINNER_BOMBER_SPRITE_6   6
#define WINNER_BOMBER_SPRITE_7   7
#define WINNER_BOMBER_SPRITE_8   8
#define WINNER_BOMBER_SPRITE_9   9
#define WINNER_BOMBER_SPRITE_10   10
#define LOSER_BOMBER_ANIMATION_TIME_0   4.000f
#define LOSER_BOMBER_ANIMATION_TIME_1   4.100f
 Sprite before the last sprite (last sprite is infinite).
#define LOSER_BOMBER_SPRITE_0   11
 Sprite number for the bombers that lost.
#define LOSER_BOMBER_SPRITE_1   12
 (you have to add the color offset to get the
#define LOSER_BOMBER_SPRITE_2   13
 desired bomber color)
#define LOSER_BOMBER_SPACE_X   30
 Space (in pixels) between two losers X positions.
#define WINNER_BOMBER_SPACE_X   30
 Space (in pixels) between two winners X positions.
#define LOSER_BOMBER_SPACE_EDGE   10
 Space (in pixels) between the right edge and the loser to the right.
#define WINNER_BOMBER_POSITION_Y   120
 Y Position where to draw winner sprites.
#define LOSER_BOMBER_POSITION_Y   140
 Y Position where to draw loser sprites.
#define BOMBER_SPRITES_COUNT_PER_COLOR   14
 How many bomber sprites per color?
#define CONFETTI_LIMIT_LEFT   -20.0f
#define CONFETTI_LIMIT_RIGHT   float (VIEW_WIDTH + 10)
#define CONFETTI_LIMIT_BOTTOM   float (VIEW_HEIGHT + 10)
#define CONFETTI_ANIMATION_TIME_0   1 * 0.200f
 Confetti animation times.
#define CONFETTI_ANIMATION_TIME_1   2 * 0.200f
#define CONFETTI_ANIMATION_TIME_2   3 * 0.200f
#define CONFETTI_ANIMATION_TIME_3   4 * 0.200f
#define CONFETTI_ANIMATION_TIME_4   5 * 0.200f
#define CONFETTI_ANIMATION_SPRITE_0   0
 Confetti animation frames sprites numbers.
#define CONFETTI_ANIMATION_SPRITE_1   1
#define CONFETTI_ANIMATION_SPRITE_2   2
#define CONFETTI_ANIMATION_SPRITE_3   3
#define CONFETTI_ANIMATION_SPRITE_4   4
#define CONFETTI_RESET_POSITION_X   float (RANDOM(VIEW_WIDTH))
 Position to set when resetting the confetti.
#define CONFETTI_RESET_POSITION_Y   -20.0f
#define CONFETTI_RESET_SPEED_X   float (RANDOM(110)-70)
 Speed to set when resetting the confetti.
#define CONFETTI_RESET_SPEED_Y   float (RANDOM(100)+40)
#define CONFETTIS_COUNT_PER_COLOR   5
 How many confettis per color?
#define VICTORY_TITLE_SPRITE   0
 Sprite number of the title.
#define VICTORY_TITLE_POSITION_X   25
 Position where to draw the title sprite.
#define VICTORY_TITLE_POSITION_Y   11
#define VICTORY_CROWD_LAYER   0
 Sprite layer where to draw the crowd sprites.
#define VICTORY_WALL_LAYER   1
 Sprite layer where to draw the victory wall tiles sprites.
#define VICTORY_BOMBER_LAYER   2
 Sprite layer where to draw the bomber sprites.
#define VICTORY_CONFETTIS_LAYER   3
 Sprite layer where to draw the confettis sprites.
#define VICTORY_TITLE_LAYER   4
 Sprite layer where to draw the VICTORY! title sprite.
#define VICTORY_WALL_SPRITETABLE   24
#define VICTORY_CROWD_SPRITETABLE   25
#define VICTORY_BOMBER_SPRITETABLE   26
#define VICTORY_TITLE_SPRITETABLE   27
#define VICTORY_CONFETTIS_LARGE_SPRITETABLE   34
#define VICTORY_CONFETTIS_MEDIUM_SPRITETABLE   35
#define VICTORY_CONFETTIS_SMALL_SPRITETABLE   36

Detailed Description

The victory screen (after a player has won all matches).


Define Documentation

#define BOMBER_SPRITES_COUNT_PER_COLOR   14

How many bomber sprites per color?

#define CONFETTI_ANIMATION_SPRITE_0   0

Confetti animation frames sprites numbers.

#define CONFETTI_ANIMATION_SPRITE_1   1

#define CONFETTI_ANIMATION_SPRITE_2   2

#define CONFETTI_ANIMATION_SPRITE_3   3

#define CONFETTI_ANIMATION_SPRITE_4   4

#define CONFETTI_ANIMATION_TIME_0   1 * 0.200f

Confetti animation times.

#define CONFETTI_ANIMATION_TIME_1   2 * 0.200f

#define CONFETTI_ANIMATION_TIME_2   3 * 0.200f

#define CONFETTI_ANIMATION_TIME_3   4 * 0.200f

#define CONFETTI_ANIMATION_TIME_4   5 * 0.200f

#define CONFETTI_LIMIT_BOTTOM   float (VIEW_HEIGHT + 10)

#define CONFETTI_LIMIT_LEFT   -20.0f

#define CONFETTI_LIMIT_RIGHT   float (VIEW_WIDTH + 10)

#define CONFETTI_RESET_POSITION_X   float (RANDOM(VIEW_WIDTH))

Position to set when resetting the confetti.

#define CONFETTI_RESET_POSITION_Y   -20.0f

#define CONFETTI_RESET_SPEED_X   float (RANDOM(110)-70)

Speed to set when resetting the confetti.

#define CONFETTI_RESET_SPEED_Y   float (RANDOM(100)+40)

#define CONFETTIS_COUNT_PER_COLOR   5

How many confettis per color?

#define CROWD_ANIMATION_TIME_0   0.300f

Crowd animation times.

#define CROWD_ANIMATION_TIME_1   CROWD_ANIMATION_TIME_0 * 2

#define CROWD_COLORS_COUNT   9

How many bomber colors can we have.

#define CROWD_INITIAL_TILE_X   -4

Position of the first crowd tile (up left corner).

#define CROWD_INITIAL_TILE_Y   0

#define CROWD_OFFSET_GETUP   -1

Y position offset to use for bombers that get up.

#define CROWD_OFFSET_MOVING   0

Y position offset to use for bombers that change position (getting up or sitting down).

#define CROWD_OFFSET_SITDOWN   1

Y position offset to use for bombers that sit down.

#define CROWD_STATES_COUNT   2

How many states can the crowd have.

#define CROWD_TILE_SIZE_X   14

Size (in pixels) of one crowd tile.

#define CROWD_TILE_SIZE_Y   16

#define CROWD_TILES_COUNT_X   23

How many crowd tiles to draw in a row.

#define CROWD_TILES_COUNT_Y   8

How many crowd tiles to draw in a column.

#define CROWD_TILES_SPACE_X   (CROWD_TILE_SIZE_X - 3)

Space (in pixels) between two crowd tiles X positions.

#define CROWD_TILES_SPACE_Y   (CROWD_TILE_SIZE_Y - 4)

#define LOSER_BOMBER_ANIMATION_TIME_0   4.000f

#define LOSER_BOMBER_ANIMATION_TIME_1   4.100f

Sprite before the last sprite (last sprite is infinite).

#define LOSER_BOMBER_POSITION_Y   140

Y Position where to draw loser sprites.

#define LOSER_BOMBER_SPACE_EDGE   10

Space (in pixels) between the right edge and the loser to the right.

#define LOSER_BOMBER_SPACE_X   30

Space (in pixels) between two losers X positions.

#define LOSER_BOMBER_SPRITE_0   11

Sprite number for the bombers that lost.

#define LOSER_BOMBER_SPRITE_1   12

(you have to add the color offset to get the

#define LOSER_BOMBER_SPRITE_2   13

desired bomber color)

#define MEXICAN_WAVE_ANIMATION_TIME   0.07f

#define VICTORY_BLACKSCREEN_DURATION   0.750f

#define VICTORY_BOMBER_LAYER   2

Sprite layer where to draw the bomber sprites.

#define VICTORY_BOMBER_SPRITETABLE   26

#define VICTORY_CONFETTIS_LARGE_SPRITETABLE   34

#define VICTORY_CONFETTIS_LAYER   3

Sprite layer where to draw the confettis sprites.

#define VICTORY_CONFETTIS_MEDIUM_SPRITETABLE   35

#define VICTORY_CONFETTIS_SMALL_SPRITETABLE   36

#define VICTORY_CROWD_LAYER   0

Sprite layer where to draw the crowd sprites.

#define VICTORY_CROWD_SPRITETABLE   25

#define VICTORY_DISPLAY_ORIGIN_X   120

Display origin of the victory screen.

#define VICTORY_DISPLAY_ORIGIN_Y   110

#define VICTORY_SCREEN_DURATION   10.0f

#define VICTORY_TITLE_LAYER   4

Sprite layer where to draw the VICTORY! title sprite.

#define VICTORY_TITLE_POSITION_X   25

Position where to draw the title sprite.

#define VICTORY_TITLE_POSITION_Y   11

#define VICTORY_TITLE_SPRITE   0

Sprite number of the title.

#define VICTORY_TITLE_SPRITETABLE   27

#define VICTORY_VIEW_HEIGHT   (26+13*16)

#define VICTORY_VIEW_WIDTH   (15*16)

#define VICTORY_WALL_LAYER   1

Sprite layer where to draw the victory wall tiles sprites.

#define VICTORY_WALL_SPRITETABLE   24

#define VICTORYWALL_TILE_SPACE_X   32

Space (in pixels) between two wall tile X positions.

#define VICTORYWALL_TILE_SPRITE   0

Wall tile sprite number.

#define VICTORYWALL_TILES_COUNT   8

How many wall tiles to draw?

#define VICTORYWALL_TILES_INITIAL_X   -9

Position where to draw the first wall tile.

#define VICTORYWALL_TILES_INITIAL_Y   100

#define WINNER_BOMBER_ANIMATION_TIME_0   2.000f

Victorious bomber animation times.

#define WINNER_BOMBER_ANIMATION_TIME_1   WINNER_BOMBER_ANIMATION_TIME_0 + 0.250f

#define WINNER_BOMBER_ANIMATION_TIME_10   WINNER_BOMBER_ANIMATION_TIME_9 + 0.250f

#define WINNER_BOMBER_ANIMATION_TIME_11   WINNER_BOMBER_ANIMATION_TIME_10 + 0.300f

Sprite before the last sprite (last sprite is infinite).

#define WINNER_BOMBER_ANIMATION_TIME_2   WINNER_BOMBER_ANIMATION_TIME_1 + 0.040f

#define WINNER_BOMBER_ANIMATION_TIME_3   WINNER_BOMBER_ANIMATION_TIME_2 + 0.030f

#define WINNER_BOMBER_ANIMATION_TIME_4   WINNER_BOMBER_ANIMATION_TIME_3 + 0.030f

#define WINNER_BOMBER_ANIMATION_TIME_5   WINNER_BOMBER_ANIMATION_TIME_4 + 0.030f

#define WINNER_BOMBER_ANIMATION_TIME_6   WINNER_BOMBER_ANIMATION_TIME_5 + 0.030f

#define WINNER_BOMBER_ANIMATION_TIME_7   WINNER_BOMBER_ANIMATION_TIME_6 + 0.030f

#define WINNER_BOMBER_ANIMATION_TIME_8   WINNER_BOMBER_ANIMATION_TIME_7 + 0.040f

#define WINNER_BOMBER_ANIMATION_TIME_9   WINNER_BOMBER_ANIMATION_TIME_8 + 0.050f

#define WINNER_BOMBER_POSITION_Y   120

Y Position where to draw winner sprites.

#define WINNER_BOMBER_SPACE_X   30

Space (in pixels) between two winners X positions.

#define WINNER_BOMBER_SPRITE_0   0

Sprite number for the victorious bomber.

#define WINNER_BOMBER_SPRITE_1   1

(you have to add the color offset to get the

#define WINNER_BOMBER_SPRITE_10   10

#define WINNER_BOMBER_SPRITE_2   2

desired bomber color)

#define WINNER_BOMBER_SPRITE_3   3

#define WINNER_BOMBER_SPRITE_4   4

#define WINNER_BOMBER_SPRITE_5   5

#define WINNER_BOMBER_SPRITE_6   6

#define WINNER_BOMBER_SPRITE_7   7

#define WINNER_BOMBER_SPRITE_8   8

#define WINNER_BOMBER_SPRITE_9   9


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