#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"
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. |
#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 |