#include #include "constants.h" #include "fly_game.h" #include "random.h" FlyGame :: FlyGame( SFCave *p, int w, int h, int diff ) : Game( p, w, h, diff ) { gameName = "Fly"; difficulty = MENU_DIFFICULTY_EASY; terrain = new FlyTerrain( w, h ); player = new Player( w, h ); highScore = 0; } FlyGame :: ~FlyGame() { // terrain and player get deleted by parent class } void FlyGame :: init() { switch( difficulty ) { case MENU_DIFFICULTY_EASY: player->setMovementInfo( 0.3, 0.2, 1.5, 1.5 ); break; case MENU_DIFFICULTY_NORMAL: player->setMovementInfo( 0.35, 0.4, 2.5, 3 ); break; case MENU_DIFFICULTY_HARD: player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_CUSTOM: { double thrust = parent->loadDoubleSetting( "Fly_custom_player_thrust", 0.3 ); double gravity = parent->loadDoubleSetting( "Fly_custom_player_gravity", 0.2 ); double maxUp = parent->loadDoubleSetting( "Fly_custom_player_maxupspeed", 1.5 ); double maxDown = parent->loadDoubleSetting( "Fly_custom_player_maxdownspeed", 1.5 ); player->setMovementInfo( thrust, gravity, maxUp, maxDown ); break; } } startScoring = false; Game :: init(); } void FlyGame :: update( int state ) { Game::update( state ); if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) { int diff = terrain->getMapBottom( 10 ) - player->getY(); int tmpScore = ((FlyTerrain *)terrain)->getScore( 1, diff ); if ( !startScoring ) { if ( tmpScore > 0 ) startScoring = true; } if ( startScoring ) { // Update score // get distance between landscape and ship // the closer the difference is to 0 means more points score += tmpScore; } } if ( checkCollisions() ) { parent->changeState( STATE_CRASHING ); return; } // Game logic goes here terrain->moveTerrain( 5 ); player->move( press ); } } void FlyGame :: draw( SDL_Surface *screen ) { Game::preDraw( screen ); // Screen drawing goes here terrain->drawTerrain( screen ); player->draw( screen ); Game::draw( screen ); } bool FlyGame :: checkCollisions() { bool ret = false; // Check collision with landscape return terrain->checkCollision( player->getX(), player->getY(), player->getHeight() ); }