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authorandyq <andyq>2002-12-20 17:53:12 (UTC)
committer andyq <andyq>2002-12-20 17:53:12 (UTC)
commit3019cddcdb9aca09f463024ac67620c144dbf211 (patch) (unidiff)
treea4f41d9db95d254ea8e46a21742b0272c764b3be
parentfdcb16419ebc646875a1c2cc4e9f623af502a31d (diff)
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Added difficultie levels to SFCave game type
Diffstat (more/less context) (ignore whitespace changes)
-rw-r--r--noncore/games/sfcave/sfcave.cpp18
1 files changed, 14 insertions, 4 deletions
diff --git a/noncore/games/sfcave/sfcave.cpp b/noncore/games/sfcave/sfcave.cpp
index 929dc41..5633a8f 100644
--- a/noncore/games/sfcave/sfcave.cpp
+++ b/noncore/games/sfcave/sfcave.cpp
@@ -1,81 +1,81 @@
1#include <stdio.h> 1#include <stdio.h>
2#include <stdlib.h> 2#include <stdlib.h>
3#include <math.h> 3#include <math.h>
4#include <time.h> 4#include <time.h>
5 5
6#ifdef QWS 6#ifdef QWS
7#include <qpe/qpeapplication.h> 7#include <qpe/qpeapplication.h>
8#include <qpe/config.h> 8#include <qpe/config.h>
9#else 9#else
10#include <qapplication.h> 10#include <qapplication.h>
11#endif 11#endif
12#include <qdir.h> 12#include <qdir.h>
13 13
14#include "helpwindow.h" 14#include "helpwindow.h"
15#include "sfcave.h" 15#include "sfcave.h"
16 16
17#define CAPTION "SFCave 1.11 by AndyQ" 17#define CAPTION "SFCave 1.12 by AndyQ"
18 18
19#define UP_THRUST 0.6 19#define UP_THRUST 0.6
20#define NO_THRUST 0.8 20#define NO_THRUST 0.8
21#define MAX_DOWN_THRUST 4.0 21#define MAX_DOWN_THRUST 4.0
22#define MAX_UP_THRUST -3.5 22#define MAX_UP_THRUST -3.5
23 23
24// States 24// States
25#define STATE_BOSS 0 25#define STATE_BOSS 0
26#define STATE_RUNNING 1 26#define STATE_RUNNING 1
27#define STATE_CRASHING 2 27#define STATE_CRASHING 2
28#define STATE_CRASHED 3 28#define STATE_CRASHED 3
29#define STATE_NEWGAME 4 29#define STATE_NEWGAME 4
30#define STATE_MENU 5 30#define STATE_MENU 5
31#define STATE_REPLAY 6 31#define STATE_REPLAY 6
32 32
33// Menus 33// Menus
34#define MENU_MAIN_MENU 0 34#define MENU_MAIN_MENU 0
35#define MENU_OPTIONS_MENU 1 35#define MENU_OPTIONS_MENU 1
36#define MENU_REPLAY_MENU 2 36#define MENU_REPLAY_MENU 2
37 37
38// Main Menu Options 38// Main Menu Options
39#define MENU_START_GAME 0 39#define MENU_START_GAME 0
40#define MENU_REPLAY 1 40#define MENU_REPLAY 1
41#define MENU_OPTIONS 2 41#define MENU_OPTIONS 2
42#define MENU_HELP 3 42#define MENU_HELP 3
43#define MENU_QUIT 4 43#define MENU_QUIT 4
44 44
45// Option Menu Options 45// Option Menu Options
46#define MENU_GAME_TYPE 0 46#define MENU_GAME_TYPE 0
47#define MENU_GAME_DIFFICULTY 1 47#define MENU_GAME_DIFFICULTY 1
48#define MENU_CLEAR_HIGHSCORES 2 48#define MENU_CLEAR_HIGHSCORES 2
49#define MENU_BACK 3 49#define MENU_BACK 3
50 50
51// Replay Menu Options 51// Replay Menu Options
52#define MENU_REPLAY_START 0 52#define MENU_REPLAY_START 0
53#define MENU_REPLAY_LOAD 1 53#define MENU_REPLAY_LOAD 1
54#define MENU_REPLAY_SAVE 2 54#define MENU_REPLAY_SAVE 2
55#define MENU_REPLAY_BACK 3 55#define MENU_REPLAY_BACK 3
56 56
57 57
58#define NR_GAME_DIFFICULTIES 3 58#define NR_GAME_DIFFICULTIES 3
59#define NR_GAME_TYPES 3 59#define NR_GAME_TYPES 3
60 60
61#define DIFICULTY_EASY 0 61#define DIFICULTY_EASY 0
62#define DIFICULTY_NORMAL 1 62#define DIFICULTY_NORMAL 1
63#define DIFICULTY_HARD 2 63#define DIFICULTY_HARD 2
64#define EASY "Easy" 64#define EASY "Easy"
65#define NORMAL "Normal" 65#define NORMAL "Normal"
66#define HARD "Hard" 66#define HARD "Hard"
67 67
68#define SFCAVE_GAME_TYPE 0 68#define SFCAVE_GAME_TYPE 0
69#define GATES_GAME_TYPE 1 69#define GATES_GAME_TYPE 1
70#define FLY_GAME_TYPE 2 70#define FLY_GAME_TYPE 2
71#define SFCAVE_GAME "SFCave" 71#define SFCAVE_GAME "SFCave"
72#define GATES_GAME "Gates" 72#define GATES_GAME "Gates"
73#define FLY_GAME "Fly" 73#define FLY_GAME "Fly"
74#define CURRENT_GAME_TYPE gameTypes[currentGameType] 74#define CURRENT_GAME_TYPE gameTypes[currentGameType]
75#define CURRENT_GAME_DIFFICULTY difficultyOption[currentGameDifficulty]; 75#define CURRENT_GAME_DIFFICULTY difficultyOption[currentGameDifficulty];
76 76
77QString SFCave::dificultyOption[] = { EASY, NORMAL, HARD }; 77QString SFCave::dificultyOption[] = { EASY, NORMAL, HARD };
78QString SFCave::gameTypes[] = { SFCAVE_GAME, GATES_GAME, FLY_GAME }; 78QString SFCave::gameTypes[] = { SFCAVE_GAME, GATES_GAME, FLY_GAME };
79 79
80QString SFCave::menuOptions[NR_MENUS][MAX_MENU_OPTIONS] = { { "Start Game", "Replays", "Options", "Help", "Quit", "", "", "" }, 80QString SFCave::menuOptions[NR_MENUS][MAX_MENU_OPTIONS] = { { "Start Game", "Replays", "Options", "Help", "Quit", "", "", "" },
81 { "Game Type - %s", "Game Difficulty - %s", "Clear High Scores for this game", "Back", "", "", "", "" }, 81 { "Game Type - %s", "Game Difficulty - %s", "Clear High Scores for this game", "Back", "", "", "", "" },
@@ -166,270 +166,280 @@ SFCave :: SFCave( int spd, QWidget *w, char *name )
166 Config cfg( "sfcave" ); 166 Config cfg( "sfcave" );
167 cfg.setGroup( "settings" ); 167 cfg.setGroup( "settings" );
168 QString key = "highScore_"; 168 QString key = "highScore_";
169 169
170 for ( int i = 0 ; i < 3 ; ++i ) 170 for ( int i = 0 ; i < 3 ; ++i )
171 { 171 {
172 for ( int j = 0 ; j < 3 ; ++j ) 172 for ( int j = 0 ; j < 3 ; ++j )
173 highestScore[i][j] = cfg.readNumEntry( key + gameTypes[i] + "_" + dificultyOption[j], 0 ); 173 highestScore[i][j] = cfg.readNumEntry( key + gameTypes[i] + "_" + dificultyOption[j], 0 );
174 } 174 }
175 175
176 currentGameType = cfg.readNumEntry( "gameType", 0 ); 176 currentGameType = cfg.readNumEntry( "gameType", 0 );
177 currentGameDifficulty = cfg.readNumEntry( "difficulty", 0 ); 177 currentGameDifficulty = cfg.readNumEntry( "difficulty", 0 );
178#endif 178#endif
179 speed = spd; // Change to 2 for PC 179 speed = spd; // Change to 2 for PC
180 press = false; 180 press = false;
181 181
182 offscreen = new QPixmap( sWidth, sHeight ); 182 offscreen = new QPixmap( sWidth, sHeight );
183 offscreen->fill( Qt::black ); 183 offscreen->fill( Qt::black );
184 184
185// setUp(); 185// setUp();
186 crashLineLength = -1; 186 crashLineLength = -1;
187 state = STATE_MENU; 187 state = STATE_MENU;
188 prevState = STATE_MENU; 188 prevState = STATE_MENU;
189 189
190 gameTimer = new QTimer( this, "game timer" ); 190 gameTimer = new QTimer( this, "game timer" );
191 connect( gameTimer, SIGNAL( timeout() ), 191 connect( gameTimer, SIGNAL( timeout() ),
192 this, SLOT( run() ) ); 192 this, SLOT( run() ) );
193} 193}
194 194
195SFCave :: ~SFCave() 195SFCave :: ~SFCave()
196{ 196{
197} 197}
198 198
199void SFCave :: start() 199void SFCave :: start()
200{ 200{
201 gameTimer->start( 10 ); 201 gameTimer->start( 10 );
202 202
203} 203}
204 204
205void SFCave :: setSeed( int seed ) 205void SFCave :: setSeed( int seed )
206{ 206{
207 if ( seed == -1 ) 207 if ( seed == -1 )
208 currentSeed = ((unsigned long) time((time_t *) NULL)); 208 currentSeed = ((unsigned long) time((time_t *) NULL));
209 else 209 else
210 currentSeed = seed; 210 currentSeed = seed;
211 PutSeed( currentSeed ); 211 PutSeed( currentSeed );
212} 212}
213 213
214int SFCave :: nextInt( int range ) 214int SFCave :: nextInt( int range )
215{ 215{
216 int val = (int)(Random( ) * range); 216 int val = (int)(Random( ) * range);
217 217
218 return val; 218 return val;
219 219
220} 220}
221 221
222void SFCave :: setUp() 222void SFCave :: setUp()
223{ 223{
224 score = 0; 224 score = 0;
225 offset = 0; 225 offset = 0;
226 nrFrames = 0; 226 nrFrames = 0;
227 dir = 1; 227 dir = 1;
228 thrust = 0; 228 thrust = 0;
229 229
230 int dist[] = { 100, 60, 40 };
230 if ( CURRENT_GAME_TYPE == SFCAVE_GAME ) 231 if ( CURRENT_GAME_TYPE == SFCAVE_GAME )
231 { 232 {
232 thrustUp = UpThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];; 233 thrustUp = UpThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];;
233 noThrust = DownThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];; 234 noThrust = DownThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];;
234 maxUpThrust = MaxUpThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];; 235 maxUpThrust = MaxUpThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];;
235 maxDownThrust = MaxDownThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];; 236 maxDownThrust = MaxDownThrustVals[SFCAVE_GAME_TYPE][currentGameDifficulty];;
237
238 if ( currentCameDifficulty == DIFICULTY_EASY )
239 gateDistance = 100;
240 else if ( currentCameDifficulty == DIFICULTY_EASY )
241 gateDistance = 60;
242 else
243 gateDistance = 40;
244
245 printf( "GD = %d\n", gateDistance );
236 } 246 }
237 else if ( CURRENT_GAME_TYPE == GATES_GAME ) 247 else if ( CURRENT_GAME_TYPE == GATES_GAME )
238 { 248 {
239 thrustUp = UpThrustVals[GATES_GAME_TYPE][currentGameDifficulty];; 249 thrustUp = UpThrustVals[GATES_GAME_TYPE][currentGameDifficulty];;
240 noThrust = DownThrustVals[GATES_GAME_TYPE][currentGameDifficulty];; 250 noThrust = DownThrustVals[GATES_GAME_TYPE][currentGameDifficulty];;
241 maxUpThrust = MaxUpThrustVals[GATES_GAME_TYPE][currentGameDifficulty];; 251 maxUpThrust = MaxUpThrustVals[GATES_GAME_TYPE][currentGameDifficulty];;
242 maxDownThrust = MaxDownThrustVals[GATES_GAME_TYPE][currentGameDifficulty];; 252 maxDownThrust = MaxDownThrustVals[GATES_GAME_TYPE][currentGameDifficulty];;
253 gateDistance = 75;
254 nextGate = nextInt( 50 ) + gateDistance;
243 } 255 }
244 else 256 else
245 { 257 {
246 thrustUp = UpThrustVals[FLY_GAME_TYPE][currentGameDifficulty]; 258 thrustUp = UpThrustVals[FLY_GAME_TYPE][currentGameDifficulty];
247 noThrust = DownThrustVals[FLY_GAME_TYPE][currentGameDifficulty]; 259 noThrust = DownThrustVals[FLY_GAME_TYPE][currentGameDifficulty];
248 maxUpThrust = MaxUpThrustVals[FLY_GAME_TYPE][currentGameDifficulty]; 260 maxUpThrust = MaxUpThrustVals[FLY_GAME_TYPE][currentGameDifficulty];
249 maxDownThrust = MaxDownThrustVals[FLY_GAME_TYPE][currentGameDifficulty]; 261 maxDownThrust = MaxDownThrustVals[FLY_GAME_TYPE][currentGameDifficulty];
250 } 262 }
251 263
252 crashLineLength = 0; 264 crashLineLength = 0;
253 lastGateBottomY = 0; 265 lastGateBottomY = 0;
254 266
255 user.setRect( 50, sWidth/2, 4, 4 ); 267 user.setRect( 50, sWidth/2, 4, 4 );
256 268
257 blockWidth = 20; 269 blockWidth = 20;
258 blockHeight = 70; 270 blockHeight = 70;
259 gapHeight = initialGateGaps[currentGameDifficulty]; 271 gapHeight = initialGateGaps[currentGameDifficulty];
260 gateDistance = 75;
261 nextGate = nextInt( 50 ) + gateDistance;
262 272
263 for ( int i = 0 ; i < TRAILSIZE ; ++i ) 273 for ( int i = 0 ; i < TRAILSIZE ; ++i )
264 { 274 {
265 trail[i].setX( -1 ); 275 trail[i].setX( -1 );
266 trail[i].setY( 0 ); 276 trail[i].setY( 0 );
267 } 277 }
268 278
269 if ( CURRENT_GAME_TYPE != FLY_GAME ) 279 if ( CURRENT_GAME_TYPE != FLY_GAME )
270 { 280 {
271 maxHeight = 50; 281 maxHeight = 50;
272 282
273 mapTop[0] = (int)(nextInt(50)) + 5; 283 mapTop[0] = (int)(nextInt(50)) + 5;
274 mapBottom[0] = (int)(nextInt(50)) + 5; 284 mapBottom[0] = (int)(nextInt(50)) + 5;
275 for ( int i = 1 ; i < MAPSIZE ; ++i ) 285 for ( int i = 1 ; i < MAPSIZE ; ++i )
276 setPoint( i ); 286 setPoint( i );
277 } 287 }
278 else 288 else
279 { 289 {
280 maxHeight = 100; 290 maxHeight = 100;
281 291
282 for ( int i = 0 ; i < MAPSIZE ; ++i ) 292 for ( int i = 0 ; i < MAPSIZE ; ++i )
283 mapBottom[i] = sHeight - 10; 293 mapBottom[i] = sHeight - 10;
284 } 294 }
285 for ( int i = 0 ; i < BLOCKSIZE ; ++i ) 295 for ( int i = 0 ; i < BLOCKSIZE ; ++i )
286 blocks[i].setY( -1 ); 296 blocks[i].setY( -1 );
287 297
288} 298}
289 299
290void SFCave :: run() 300void SFCave :: run()
291{ 301{
292 switch ( state ) 302 switch ( state )
293 { 303 {
294 case STATE_MENU: 304 case STATE_MENU:
295 displayMenu(); 305 displayMenu();
296 break; 306 break;
297 case STATE_NEWGAME: 307 case STATE_NEWGAME:
298 setSeed( -1 ); 308 setSeed( -1 );
299 setUp(); 309 setUp();
300 draw(); 310 draw();
301 state = STATE_RUNNING; 311 state = STATE_RUNNING;
302 replay = false; 312 replay = false;
303 replayList.clear(); 313 replayList.clear();
304 break; 314 break;
305 case STATE_REPLAY: 315 case STATE_REPLAY:
306 setSeed( currentSeed ); 316 setSeed( currentSeed );
307 setUp(); 317 setUp();
308 draw(); 318 draw();
309 state = STATE_RUNNING; 319 state = STATE_RUNNING;
310 replay = true; 320 replay = true;
311 if ( replayIt ) 321 if ( replayIt )
312 delete replayIt; 322 delete replayIt;
313 replayIt = new QListIterator<int>( replayList ); 323 replayIt = new QListIterator<int>( replayList );
314 case STATE_BOSS: 324 case STATE_BOSS:
315 drawBoss(); 325 drawBoss();
316 break; 326 break;
317 327
318 case STATE_CRASHING: 328 case STATE_CRASHING:
319 case STATE_CRASHED: 329 case STATE_CRASHED:
320 draw(); 330 draw();
321 break; 331 break;
322 332
323 case STATE_RUNNING: 333 case STATE_RUNNING:
324 { 334 {
325 if ( nrFrames % 2 == 0 ) 335 if ( nrFrames % 2 == 0 )
326 handleKeys(); 336 handleKeys();
327 337
328 // Apply Game rules 338 // Apply Game rules
329 nrFrames ++; 339 nrFrames ++;
330 340
331 if ( replay ) 341 if ( replay )
332 { 342 {
333 while( replayIt->current() && *(replayIt->current()) == nrFrames ) 343 while( replayIt->current() && *(replayIt->current()) == nrFrames )
334 { 344 {
335 press = !press; 345 press = !press;
336 ++(*replayIt); 346 ++(*replayIt);
337 } 347 }
338 } 348 }
339 349
340 if ( CURRENT_GAME_TYPE == SFCAVE_GAME ) 350 if ( CURRENT_GAME_TYPE == SFCAVE_GAME )
341 handleGameSFCave(); 351 handleGameSFCave();
342 else if ( CURRENT_GAME_TYPE == GATES_GAME ) 352 else if ( CURRENT_GAME_TYPE == GATES_GAME )
343 handleGameGates(); 353 handleGameGates();
344 else if ( CURRENT_GAME_TYPE == FLY_GAME ) 354 else if ( CURRENT_GAME_TYPE == FLY_GAME )
345 handleGameFly(); 355 handleGameFly();
346 356
347 draw(); 357 draw();
348 break; 358 break;
349 } 359 }
350 } 360 }
351} 361}
352 362
353void SFCave :: handleGameSFCave() 363void SFCave :: handleGameSFCave()
354{ 364{
355 // Update score 365 // Update score
356 if ( nrFrames % 5 == 0 ) 366 if ( nrFrames % 5 == 0 )
357 score ++; 367 score ++;
358 368
359 if ( nrFrames % 500 == 0 ) 369 if ( nrFrames % 500 == 0 )
360 { 370 {
361 if ( maxHeight < sHeight - 100 ) 371 if ( maxHeight < sHeight - 100 )
362 { 372 {
363 maxHeight += 10; 373 maxHeight += 10;
364 374
365 // Reduce block height 375 // Reduce block height
366 if ( maxHeight > sHeight - 150 ) 376 if ( maxHeight > sHeight - 150 )
367 blockHeight -= 5; 377 blockHeight -= 5;
368 } 378 }
369 } 379 }
370 380
371 if ( nrFrames % 100 == 0 ) 381 if ( nrFrames % gateDistance == 0 )
372 addBlock(); 382 addBlock();
373 383
374 if ( checkCollision() ) 384 if ( checkCollision() )
375 { 385 {
376 if ( score > highestScore[currentGameType][currentGameDifficulty] ) 386 if ( score > highestScore[currentGameType][currentGameDifficulty] )
377 { 387 {
378 highestScore[currentGameType][currentGameDifficulty] = score; 388 highestScore[currentGameType][currentGameDifficulty] = score;
379 saveScore(); 389 saveScore();
380 } 390 }
381 state = STATE_CRASHING; 391 state = STATE_CRASHING;
382 } 392 }
383 else 393 else
384 { 394 {
385 moveLandscape(); 395 moveLandscape();
386 } 396 }
387 397
388} 398}
389 399
390 400
391void SFCave :: handleGameGates() 401void SFCave :: handleGameGates()
392{ 402{
393 // Update score 403 // Update score
394 if ( nrFrames % 5 == 0 ) 404 if ( nrFrames % 5 == 0 )
395 score ++; 405 score ++;
396 406
397 // Slightly random gap distance 407 // Slightly random gap distance
398 if ( nrFrames >= nextGate ) 408 if ( nrFrames >= nextGate )
399 { 409 {
400 nextGate = nrFrames + nextInt( 50 ) + gateDistance; 410 nextGate = nrFrames + nextInt( 50 ) + gateDistance;
401 addGate(); 411 addGate();
402 } 412 }
403 413
404 if ( nrFrames % 500 == 0 ) 414 if ( nrFrames % 500 == 0 )
405 { 415 {
406 if ( gapHeight > 75 ) 416 if ( gapHeight > 75 )
407 gapHeight -= 5; 417 gapHeight -= 5;
408 } 418 }
409 419
410 if ( checkCollision() ) 420 if ( checkCollision() )
411 { 421 {
412 if ( score > highestScore[currentGameType][currentGameDifficulty] ) 422 if ( score > highestScore[currentGameType][currentGameDifficulty] )
413 { 423 {
414 highestScore[currentGameType][currentGameDifficulty] = score; 424 highestScore[currentGameType][currentGameDifficulty] = score;
415 saveScore(); 425 saveScore();
416 } 426 }
417 state = STATE_CRASHING; 427 state = STATE_CRASHING;
418 } 428 }
419 else 429 else
420 { 430 {
421 moveLandscape(); 431 moveLandscape();
422 } 432 }
423 433
424} 434}
425 435
426void SFCave :: handleGameFly() 436void SFCave :: handleGameFly()
427{ 437{
428 if ( nrFrames % 4 == 0 ) 438 if ( nrFrames % 4 == 0 )
429 { 439 {
430 // Update score 440 // Update score
431 // get distance between landscape and ship 441 // get distance between landscape and ship
432 int diff = mapBottom[10] - user.y(); 442 int diff = mapBottom[10] - user.y();
433 443
434 // the closer the difference is to 0 means more points 444 // the closer the difference is to 0 means more points
435 if ( diff < 10 ) 445 if ( diff < 10 )