CWinner.cpp File Reference

The winner screen (after a match has ended and one bomber has won the match). More...

#include "STDAFX.H"
#include "CWinner.h"
#include "CScores.h"
#include "CMatch.h"
#include "CGame.h"
#include "COptions.h"
#include "CDisplay.h"
#include "CInput.h"
#include "CMosaic.h"
#include "CRandomMosaic.h"

Include dependency graph for CWinner.cpp:


Defines

#define WINNER_BLACKSCREEN_DURATION   0.750f
#define WINNER_MINIMUM_DURATION   3.0f
#define WINNER_DISPLAY_ORIGIN_X   0
 Display origin of the winner screen.
#define WINNER_DISPLAY_ORIGIN_Y   0
#define WINNER_SPRITES_OFFSET_X   ((VIEW_WIDTH - 240) / 2)
#define WINNER_SPRITES_OFFSET_Y   ((VIEW_HEIGHT - 234) / 2)
#define WINNER_SPRITE_LAYER   0
 Sprite layer where to draw the winner screen sprites.
#define WINNER_LIGHTS_PRIORITY   1
 Priority-in-layer to use for light sprites.
#define WINNER_BOMBER_PRIORITY   1
 Priority-in-layer to use for bomber sprites.
#define WINNER_COIN_PRIORITY   1
 Priority-in-layer to use for static and animated coins sprites.
#define WINNER_SCOREBOARD_PRIORITY   1
 Priority-in-layer to use for scoreboard title sprite.
#define WINNER_CROSS_PRIORITY   1
 Priority-in-layer to use when drawing a cross sprite.
#define SCOREBOARD_TITLE_POSITION_X   41
 Position of the first letter of the scoreboard title.
#define SCOREBOARD_TITLE_POSITION_Y   19
#define SCOREBOARD_SPRITE   0
 Scoreboard title sprite.
#define LIGHTS_FULLROW1_POSITION_X   9
 First light position of the first full row of lights to draw.
#define LIGHTS_FULLROW1_POSITION_Y   7
#define LIGHTS_FULLROW2_POSITION_X   9
 First light position of the second full row of lights to draw.
#define LIGHTS_FULLROW2_POSITION_Y   42
#define LIGHTS_FULLROW3_POSITION_X   9
 First light position of the third full row of lights to draw.
#define LIGHTS_FULLROW3_POSITION_Y   224
#define LIGHTS_FULLCOLUMN1_POSITION_X   9
 First light position of the first full column of lights to draw.
#define LIGHTS_FULLCOLUMN1_POSITION_Y   7
#define LIGHTS_FULLCOLUMN2_POSITION_X   226
 First light position of the second full column of lights to draw.
#define LIGHTS_FULLCOLUMN2_POSITION_Y   7
#define LIGHTS_SEMICOLUMN_POSITION_X   51
 First light position of the semi column of lights to draw.
#define LIGHTS_SEMICOLUMN_POSITION_Y   42
#define LIGHTS_FULLROW_COUNT   32
 How many lights in a full row?
#define LIGHTS_FULLCOLUMN_COUNT   32
 How many lights in a full column?
#define LIGHTS_SEMICOLUMN_COUNT   27
 How many lights in the semi column?
#define LIGHTS_SPACE_X   7
 Space (in pixels) between two lights's X positions.
#define LIGHTS_SPACE_Y   7
 Space (in pixels) between two lights's Y positions.
#define LIGHTS_ANIMATION_TIME_0   0.150f
 Light animation times.
#define LIGHTS_ANIMATION_TIME_1   LIGHTS_ANIMATION_TIME_0 * 2
#define LIGHTS_ANIMATION_TIME_2   LIGHTS_ANIMATION_TIME_0 * 3
#define LIGHTS_ANIMATION_TIME_3   LIGHTS_ANIMATION_TIME_0 * 4
#define LIGHTS_COLORS_COUNT   4
 Number of different colors a light can have.
#define BOMBER_INITIAL_POSITION_X   20
 First (top) bomber position.
#define BOMBER_INITIAL_POSITION_Y   55
#define BOMBER_SPACE_Y   33
 Space in pixels between two bombers Y position.
#define BOMBER_HAPPY_SPRITE_0   0
 Happy bomber sprites.
#define BOMBER_HAPPY_SPRITE_1   1
#define BOMBER_SAD_SPRITE_0   2
 Sad bomber sprites (crying bomber).
#define BOMBER_SAD_SPRITE_1   3
#define BOMBER_SPRITES_COUNT_PER_COLOR   4
 How many bomber sprites for each color?
#define BOMBER_HAPPY_ANIMATION_TIME_0   0.700f
 Happy bomber animation times.
#define BOMBER_HAPPY_ANIMATION_TIME_1   1.600f
#define BOMBER_SAD_ANIMATION_TIME_0   0.100f
 Sad bomber animation times.
#define BOMBER_SAD_ANIMATION_TIME_1   0.250f
#define BOMBER_SAD_ANIMATION_TIME_2   0.600f
#define BOMBER_SAD_ANIMATION_TIME_3   1.200f
#define COINS_INITIAL_POSITION_X   68
 Position of the first (left) coin of the first (top) bomber.
#define COINS_INITIAL_POSITION_Y   61
#define COINS_SPACE_X   31
 Space in pixels between two coins X position.
#define COINS_SPACE_Y   33
 Space in pixels between two coins Y position.
#define COINS_STATIC_SPRITE   0
 Sprite number for a static coin (non moving).
#define COINS_ANIMATION_TIME   0.2f
 Animation time between each sprite.
#define COINS_ANIMATION_TURNS   2
 Number of turns before the coin isn't animated any longer.
#define COINS_SPRITE_COUNT   16
 Number of different coin sprites.
#define CROSS_SPACE_X   1
 Space in pixels between a cross sprite position for one player.
#define CROSS_SPACE_Y   4
 and the bomber sprite position for the same player
#define WINNER_BOMBER_SPRITETABLE   18
#define WINNER_COIN_SPRITETABLE   20
#define WINNER_LIGHTS_SPRITETABLE   21
#define WINNER_SPARKS_SPRITETABLE   22
#define WINNER_TITLE_SPRITETABLE   23
#define WINNER_CROSS_SPRITETABLE   33
#define MOSAIC_SPRITE_LAYER   0
 Sprite layer where to draw the mosaic tiles.
#define MOSAIC_SPRITE_PRIORITY_IN_LAYER   0
 Priority to use in the sprite layer where to draw the mosaic tiles.
#define MOSAIC_SPEED_X   20.0f
 Speed of the scrolling background horizontally.
#define MOSAIC_SPEED_Y   -20.0f
 Speed of the scrolling background vertically.

Detailed Description

The winner screen (after a match has ended and one bomber has won the match).


Define Documentation

#define BOMBER_HAPPY_ANIMATION_TIME_0   0.700f

Happy bomber animation times.

#define BOMBER_HAPPY_ANIMATION_TIME_1   1.600f

#define BOMBER_HAPPY_SPRITE_0   0

Happy bomber sprites.

#define BOMBER_HAPPY_SPRITE_1   1

#define BOMBER_INITIAL_POSITION_X   20

First (top) bomber position.

#define BOMBER_INITIAL_POSITION_Y   55

#define BOMBER_SAD_ANIMATION_TIME_0   0.100f

Sad bomber animation times.

#define BOMBER_SAD_ANIMATION_TIME_1   0.250f

#define BOMBER_SAD_ANIMATION_TIME_2   0.600f

#define BOMBER_SAD_ANIMATION_TIME_3   1.200f

#define BOMBER_SAD_SPRITE_0   2

Sad bomber sprites (crying bomber).

#define BOMBER_SAD_SPRITE_1   3

#define BOMBER_SPACE_Y   33

Space in pixels between two bombers Y position.

#define BOMBER_SPRITES_COUNT_PER_COLOR   4

How many bomber sprites for each color?

#define COINS_ANIMATION_TIME   0.2f

Animation time between each sprite.

#define COINS_ANIMATION_TURNS   2

Number of turns before the coin isn't animated any longer.

#define COINS_INITIAL_POSITION_X   68

Position of the first (left) coin of the first (top) bomber.

#define COINS_INITIAL_POSITION_Y   61

#define COINS_SPACE_X   31

Space in pixels between two coins X position.

#define COINS_SPACE_Y   33

Space in pixels between two coins Y position.

#define COINS_SPRITE_COUNT   16

Number of different coin sprites.

#define COINS_STATIC_SPRITE   0

Sprite number for a static coin (non moving).

#define CROSS_SPACE_X   1

Space in pixels between a cross sprite position for one player.

#define CROSS_SPACE_Y   4

and the bomber sprite position for the same player

#define LIGHTS_ANIMATION_TIME_0   0.150f

Light animation times.

#define LIGHTS_ANIMATION_TIME_1   LIGHTS_ANIMATION_TIME_0 * 2

#define LIGHTS_ANIMATION_TIME_2   LIGHTS_ANIMATION_TIME_0 * 3

#define LIGHTS_ANIMATION_TIME_3   LIGHTS_ANIMATION_TIME_0 * 4

#define LIGHTS_COLORS_COUNT   4

Number of different colors a light can have.

#define LIGHTS_FULLCOLUMN1_POSITION_X   9

First light position of the first full column of lights to draw.

#define LIGHTS_FULLCOLUMN1_POSITION_Y   7

#define LIGHTS_FULLCOLUMN2_POSITION_X   226

First light position of the second full column of lights to draw.

#define LIGHTS_FULLCOLUMN2_POSITION_Y   7

#define LIGHTS_FULLCOLUMN_COUNT   32

How many lights in a full column?

#define LIGHTS_FULLROW1_POSITION_X   9

First light position of the first full row of lights to draw.

#define LIGHTS_FULLROW1_POSITION_Y   7

#define LIGHTS_FULLROW2_POSITION_X   9

First light position of the second full row of lights to draw.

#define LIGHTS_FULLROW2_POSITION_Y   42

#define LIGHTS_FULLROW3_POSITION_X   9

First light position of the third full row of lights to draw.

#define LIGHTS_FULLROW3_POSITION_Y   224

#define LIGHTS_FULLROW_COUNT   32

How many lights in a full row?

#define LIGHTS_SEMICOLUMN_COUNT   27

How many lights in the semi column?

#define LIGHTS_SEMICOLUMN_POSITION_X   51

First light position of the semi column of lights to draw.

#define LIGHTS_SEMICOLUMN_POSITION_Y   42

#define LIGHTS_SPACE_X   7

Space (in pixels) between two lights's X positions.

#define LIGHTS_SPACE_Y   7

Space (in pixels) between two lights's Y positions.

#define MOSAIC_SPEED_X   20.0f

Speed of the scrolling background horizontally.

#define MOSAIC_SPEED_Y   -20.0f

Speed of the scrolling background vertically.

#define MOSAIC_SPRITE_LAYER   0

Sprite layer where to draw the mosaic tiles.

#define MOSAIC_SPRITE_PRIORITY_IN_LAYER   0

Priority to use in the sprite layer where to draw the mosaic tiles.

#define SCOREBOARD_SPRITE   0

Scoreboard title sprite.

#define SCOREBOARD_TITLE_POSITION_X   41

Position of the first letter of the scoreboard title.

#define SCOREBOARD_TITLE_POSITION_Y   19

#define WINNER_BLACKSCREEN_DURATION   0.750f

#define WINNER_BOMBER_PRIORITY   1

Priority-in-layer to use for bomber sprites.

#define WINNER_BOMBER_SPRITETABLE   18

#define WINNER_COIN_PRIORITY   1

Priority-in-layer to use for static and animated coins sprites.

#define WINNER_COIN_SPRITETABLE   20

#define WINNER_CROSS_PRIORITY   1

Priority-in-layer to use when drawing a cross sprite.

#define WINNER_CROSS_SPRITETABLE   33

#define WINNER_DISPLAY_ORIGIN_X   0

Display origin of the winner screen.

#define WINNER_DISPLAY_ORIGIN_Y   0

#define WINNER_LIGHTS_PRIORITY   1

Priority-in-layer to use for light sprites.

#define WINNER_LIGHTS_SPRITETABLE   21

#define WINNER_MINIMUM_DURATION   3.0f

#define WINNER_SCOREBOARD_PRIORITY   1

Priority-in-layer to use for scoreboard title sprite.

#define WINNER_SPARKS_SPRITETABLE   22

#define WINNER_SPRITE_LAYER   0

Sprite layer where to draw the winner screen sprites.

#define WINNER_SPRITES_OFFSET_X   ((VIEW_WIDTH - 240) / 2)

#define WINNER_SPRITES_OFFSET_Y   ((VIEW_HEIGHT - 234) / 2)

#define WINNER_TITLE_SPRITETABLE   23


Generated on Sat Oct 18 12:26:39 2008 for Bombermaaan by  doxygen 1.5.5
Visit the Bombermaaan project page
SourceForge.net Logo