2021-10-31 22:13:51 +00:00
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// Copyright (c) Jon Thysell <http://jonthysell.com>
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// Licensed under the MIT License.
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#include "PlayScene.h"
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#define PlayfieldMargin 4
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#define PlayfieldPadding 2
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#define PlayfieldCornerSize 12
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#define LightMargin 6
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#define LightSize 50
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#define LightCornerSize 8
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#define PlayfieldPattern ltGray
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#define HUDMargin PlayfieldMargin
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#define HUDCornerSize PlayfieldCornerSize
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#define HUDPattern PlayfieldPattern
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void PlayScene_Init(GameWindow *pGameWindow)
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{
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// Setup rects
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pGameWindow->PlayScene.PlayfieldRect.top = PlayfieldMargin;
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pGameWindow->PlayScene.PlayfieldRect.bottom = pGameWindow->Window->portRect.bottom - PlayfieldMargin;
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pGameWindow->PlayScene.PlayfieldRect.left = pGameWindow->PlayScene.PlayfieldRect.top;
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pGameWindow->PlayScene.PlayfieldRect.right = pGameWindow->PlayScene.PlayfieldRect.bottom;
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pGameWindow->PlayScene.HUDRect.top = HUDMargin;
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pGameWindow->PlayScene.HUDRect.bottom = pGameWindow->Window->portRect.bottom - HUDMargin;
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pGameWindow->PlayScene.HUDRect.left = pGameWindow->PlayScene.PlayfieldRect.right + HUDMargin;
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pGameWindow->PlayScene.HUDRect.right = pGameWindow->Window->portRect.right - HUDMargin;
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}
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void PlayScene_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r)
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{
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pRect->top = pGameWindow->PlayScene.PlayfieldRect.top + PlayfieldPadding + LightMargin + (r * (LightMargin + LightSize));
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pRect->bottom = pRect->top + LightSize;
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pRect->left = pGameWindow->PlayScene.PlayfieldRect.left + PlayfieldPadding + LightMargin + (c * (LightMargin + LightSize));
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pRect->right = pRect->left + LightSize;
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}
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void PlayScene_Draw(const GameWindow *pGameWindow, bool fullRefresh)
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{
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int8_t r, c;
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Rect lightRect;
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Str255 levelStr, parStr, movesStr, halfStarsStr, scoreStr;
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if (fullRefresh)
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{
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// Fill backgrounds
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FillRoundRect(&(pGameWindow->PlayScene.PlayfieldRect), PlayfieldCornerSize, PlayfieldCornerSize, PlayfieldPattern);
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FillRoundRect(&(pGameWindow->PlayScene.HUDRect), HUDCornerSize, HUDCornerSize, HUDPattern);
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}
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// Draw Playfield
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// Draw lights
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for (r = 0; r < PuzzleSize; r++)
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{
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for (c = 0; c < PuzzleSize; c++)
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{
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PlayScene_SetLightRect(pGameWindow, &lightRect, c, r);
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if (GameEngine_GetLight(&(pGameWindow->Engine), c, r))
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{
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// Draw ON light
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FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, white);
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}
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else
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{
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// Draw OFF light
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FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, black);
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}
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}
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}
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// Draw HUD
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ForeColor(blackColor);
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TextFace(bold + outline);
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// Draw Level
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MoveTo(pGameWindow->PlayScene.HUDRect.left + 10, pGameWindow->PlayScene.HUDRect.top + 20);
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DrawString("\pLevel: ");
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NumToString(1L + pGameWindow->Engine.Level, &levelStr);
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DrawString(levelStr);
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DrawString("\p/50");
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// Draw Par
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MoveTo(pGameWindow->PlayScene.HUDRect.left + 10, pGameWindow->PlayScene.HUDRect.top + 40);
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DrawString("\pPar: ");
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2021-11-05 02:54:28 +00:00
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NumToString((int32_t)(pGameWindow->Engine.Par), &parStr);
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2021-10-31 22:13:51 +00:00
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DrawString(parStr);
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// Draw Moves
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MoveTo(pGameWindow->PlayScene.HUDRect.left + 10, pGameWindow->PlayScene.HUDRect.top + 60);
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DrawString("\pMoves: ");
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2021-11-05 02:54:28 +00:00
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NumToString((int32_t)(pGameWindow->Engine.Moves), &movesStr);
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2021-10-31 22:13:51 +00:00
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DrawString(movesStr);
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DrawString("\p/");
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DrawString(parStr);
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// Draw Stars
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MoveTo(pGameWindow->PlayScene.HUDRect.left + 10, pGameWindow->PlayScene.HUDRect.top + 80);
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DrawString("\pStars: ");
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2021-11-05 02:54:28 +00:00
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NumToString((int32_t)GameEngine_GetHalfStars(&(pGameWindow->Engine)), &halfStarsStr);
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2021-10-31 22:13:51 +00:00
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DrawString(halfStarsStr);
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DrawString("\p/6");
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// Draw Score
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MoveTo(pGameWindow->PlayScene.HUDRect.left + 10, pGameWindow->PlayScene.HUDRect.top + 100);
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DrawString("\pScore: ");
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2021-11-05 02:54:28 +00:00
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NumToString((int32_t)(pGameWindow->Engine.Score), &scoreStr);
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2021-10-31 22:13:51 +00:00
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DrawString(scoreStr);
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DrawString("\p/300");
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}
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void PlayScene_Click(GameWindow *pGameWindow, const Point *pPosition)
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{
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int8_t r, c;
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Rect lightRect;
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if (PtInRect(*pPosition, &(pGameWindow->PlayScene.PlayfieldRect)))
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{
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// Click within Playfield
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for (r = 0; r < PuzzleSize; r++)
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{
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for (c = 0; c < PuzzleSize; c++)
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{
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PlayScene_SetLightRect(pGameWindow, &lightRect, c, r);
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if (PtInRect(*pPosition, &lightRect))
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{
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GameEngine_ToggleLights(&(pGameWindow->Engine), c, r);
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GameWindow_Draw(pGameWindow, false);
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break;
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}
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}
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}
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if (GameEngine_IsCompleted(&(pGameWindow->Engine)))
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{
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// Level was completed in the last click
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GameWindow_SetScene(pGameWindow, LevelEnd);
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}
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}
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else if (PtInRect(*pPosition, &(pGameWindow->PlayScene.HUDRect)))
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{
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// Click within HUD
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}
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}
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