HSubGameSceneSpaceInvaders.h 18.3 KB
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//
//  HSubGameSceneSpaceInvaders.h
//  SteveAndMaggieGame
//
//  Created by Katarzyna Kalinowska-Górska on 28/05/2019.
//

#ifndef HSubGameSceneSpaceInvaders_h
#define HSubGameSceneSpaceInvaders_h

#include "cocos2d.h"
#include "HSubGameScene.h"
#include "HTouchHandlerTypes.h"
#include <vector>
#include <string>
#include "HMathUtils.h"
#include "HLevelPickerView.h"
#include "HMiscUtils.h"

class HSubGameSceneSpaceInvaders : public HSubGameScene {

public:

    struct LevelConfig {
        float itemVelocity;
        float sineMovementMaxAmp;
        float sineMovementProbability;
        float sineSum3MovementProbability;
        float windParam;
        float rotationProbability;
        std::string bgMusicFilePath;
    };

    struct GameConfig {
        std::vector<LevelConfig> levelConfigs;
        float catchingCharacterRangeFrac; //how far to the left can we move the catching character (unit:fraction of the screen width)
        float catchingCharacterCatchStartXFrac; //where the sack begins and we can talk about "catching" the item
        float catchingCharacterCatchTopYFrac;
        float catchingCharacterCatchBottomYFrac;
        float catchingCharacterCatchEndXFrac; // when the item passes that x, it can no longer be caught
        std::string catchingCharacterBottomImagePath;
        std::string catchingCharacterFrontImagePath;
        int catchingCharacterGrabExtendPercent;
        float topYCutValue;
        float levelTimeSeconds;
    };

    static HSubGameSceneSpaceInvaders* create(std::string layoutFilePath, CommonConfig commonConfig, std::function<void(GameConfig&)> HGameConfigParser);
    virtual ~HSubGameSceneSpaceInvaders();

    virtual void onEnter() override;
    virtual void update(float dt) override;
    
    virtual void pauseGame() override;
    virtual void resumeGame() override;

    virtual bool cleanupVideoPLayerIfNeeded() override;

protected:
    
        typedef int ItemRow;
    
    class SpaceItem : public Item {
    public:
        
        enum class MovementType {
            LINEAR,
            SINE,
            SINE_SUM_3
        };
        
        struct SineMovementParams {
            float sineShift;
            float sineBreadth;
            float sineAmpModifier;
        };
        
        ItemRow row;
        MovementType movementType;
        float velocityModifier;
        float baseY;
        SineMovementParams sineMovementParams[3];
        float rotationPoint;
        bool isRotating;
        float rotateRadius;
        float rotateTotalAngle;
        cocos2d::Point rotateMidPoint;
        cocos2d::Rect unclippedTexRect;
        bool caught; // caught already and can't get out regardless of maggie's movement. should move along with maggie
        float caughtDX;
        bool isBlinking;
        bool passedGenerationBorder;
        virtual ~SpaceItem(){
            //            Item::~Item();
        }
    };
    
    class CatchingCharacter : public cocos2d::Sprite {
    public:
        static CatchingCharacter* create(std::string bottomSpritePath, std::string frontSpritePath,
                                         float minCatchX, float maxCatchX, float bottomCatchY, float topCatchY){
            CatchingCharacter * character = new (std::nothrow) CatchingCharacter();
            if(character && character->init(bottomSpritePath,frontSpritePath, minCatchX, maxCatchX, bottomCatchY, topCatchY))
            {
                character->autorelease();
                return character;
            }
            CC_SAFE_DELETE(character);
            return nullptr;
        }
        
        virtual int getLocalZOrderUnder(){
            return getLocalZOrder()-1;
        }
        
        virtual int getLocalZOrderBetween(){
            return getLocalZOrder()+1;
        }
        
        virtual int getLocalZOrderAbove(){
            return getLocalZOrder()+3;
        }
        
        virtual cocos2d::Rect getCatchingRect(){
            auto catchingRect = getBoundingBox();
            catchingRect.origin.x += minCatchX*catchingRect.size.width;
            catchingRect.size.width = (maxCatchX-minCatchX)*catchingRect.size.width;
            catchingRect.origin.y += bottomCatchY*catchingRect.size.height;
            catchingRect.size.height -= (bottomCatchY+1-topCatchY)*catchingRect.size.height;
            return catchingRect;
        }
        
        ~CatchingCharacter(){
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->removeFromParent();
                additionalFrontSprite->release();
            }
        }
        
        virtual void addToParent(cocos2d::Node* parent){
            parent->addChild(this);
            if(additionalFrontSprite != nullptr){
                parent->addChild(additionalFrontSprite);
                additionalFrontSprite->setPosition(getBoundingBox().size.width/2, getBoundingBox().size.height/2);
                additionalFrontSprite->setLocalZOrder(getLocalZOrder()+2);
            }
        }
        
        virtual void setPosition(const cocos2d::Vec2& position) override {
            auto prevPosition = getPosition();
            cocos2d::Sprite::setPosition(position);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setPosition(position);
            }
            auto dX = getPositionX() - prevPosition.x;
            auto dY = getPositionY() - prevPosition.y;
            for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
                auto newPositionY = MIN((*itemIt)->sprite->getBoundingBox().getMaxY(), (*itemIt)->sprite->getPositionY()+dY);
                newPositionY = MAX((*itemIt)->sprite->getBoundingBox().getMinY(), newPositionY);
                (*itemIt)->sprite->setPositionY(newPositionY);
                auto newPositionX = (*itemIt)->sprite->getPositionX() + dX;
                (*itemIt)->sprite->setPositionX(newPositionX);
            }
        }
        
        virtual void setPositionX(float positionX) override {
            auto prevPosition = getPositionX();
            cocos2d::Sprite::setPositionX(positionX);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setPositionX(positionX);
            }
            auto dX = getPositionX() - prevPosition;
            for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
                auto newPositionX = (*itemIt)->sprite->getPositionX() + dX;
                (*itemIt)->sprite->setPositionX(newPositionX);
            }
        }
        
        virtual void setPositionY(float positionY) override {
            auto prevPosition = getPositionY();
            cocos2d::Sprite::setPositionY(positionY);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setPositionY(positionY);
            }
            auto dY = getPositionY() - prevPosition;
            for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
                auto newPositionY = MIN((*itemIt)->sprite->getBoundingBox().getMaxY(), (*itemIt)->sprite->getPositionY()+dY);
                newPositionY = MAX((*itemIt)->sprite->getBoundingBox().getMinY(), newPositionY);
                (*itemIt)->sprite->setPositionY(newPositionY);
            }
        }
        
        virtual void setRotation(float rotation) override {
            cocos2d::Sprite::setRotation(rotation);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setRotation(rotation);
            }
        }
        
        virtual void setAnchorPoint(const cocos2d::Vec2& position) override {
            cocos2d::Sprite::setAnchorPoint(position);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setAnchorPoint(position);
            }
        }
        
        virtual void setLocalZOrder(std::int32_t zOrder) override{
            cocos2d::Sprite::setLocalZOrder(zOrder);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setLocalZOrder(zOrder+2);
            }
        }
        
        virtual void setScale(float scale) override {
            cocos2d::Sprite::setScale(scale);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setScale(scale);
            }
        }
        
        virtual void setOpacity(uint8_t opacity) override {
            cocos2d::Sprite::setOpacity(opacity);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setOpacity(opacity);
            }
        }
        
        virtual void setFlippedX(bool flippedX) override {
            cocos2d::Sprite::setFlippedX(flippedX);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->setFlippedX(flippedX);
            }
        }
        
        virtual void addCaughtItem(SpaceItem* item){
            caughtItems.push_back(item);
        }
        
        virtual void removeCaughtItem(SpaceItem* item){
            auto itemIt = std::find(caughtItems.begin(), caughtItems.end(), item);
            if(itemIt != caughtItems.end()){
                caughtItems.erase(itemIt);
            }
        }
        
        virtual void removeAllCaughtItems(){
            caughtItems.clear();
        }
        
        virtual void startCirclingAround(){
            isCirclingAround = true;
            circleMidPoint = getPosition();
            previousDirection = 1;
            circleAround();
        }
        
        virtual void stopCirclingAround(){
            if(isCirclingAround){
                isCirclingAround = false;
                stopAllActions(); //TODO by tag
                if(additionalFrontSprite != nullptr){
                    additionalFrontSprite->stopAllActions();
                }
            }
        }
        
        virtual void circleAround(){
            float radiusX = getBoundingBox().size.height/100;
            float radiusY = getBoundingBox().size.height/16;
            float newX = circleMidPoint.x + HMathUtils::getRandom(-radiusX, radiusX);
            float newY = circleMidPoint.y + radiusY*previousDirection;
            auto animationTime = 0.6;//*(dX*dX+dY*dY)/(radiusX*radiusX+radiusY*radiusY);
            auto floatAction = cocos2d::Sequence::create(cocos2d::EaseInOut::create(cocos2d::MoveTo::create(animationTime, cocos2d::Vec2(newX, newY)), 2), cocos2d::CallFunc::create([&](){
                circleAround();
            }), nullptr);
            runAction(floatAction);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->runAction(cocos2d::EaseInOut::create(cocos2d::MoveTo::create(animationTime, cocos2d::Vec2(newX, newY)),2));
            }
            previousDirection *= -1;
        }
        
        virtual void doVictoryJump(){
            isDoingVictoryJump = true;
            auto animTime = 0.7f;
            auto reEnableAfterTime = 0.2f;
            auto jumpHeight = MIN(cocos2d::Director::getInstance()->getWinSize().height - getPositionY() - getBoundingBox().size.height/2, getBoundingBox().size.height);
            runAction(cocos2d::Sequence::create(cocos2d::Spawn::create(cocos2d::JumpTo::create(animTime, getPosition(), jumpHeight, 1),
                                             cocos2d::RotateBy::create(animTime, 360),
                                             nullptr),
                                                cocos2d::DelayTime::create(reEnableAfterTime),
                                                cocos2d::CallFunc::create([&](){
                                                isDoingVictoryJump = false;
                                            }),
                                            nullptr));
        }
                      
          virtual bool isBusy(){
              return isDoingVictoryJump;
          }
        cocos2d::Sprite* additionalFrontSprite;

        virtual void stopAllActions() override  {
            cocos2d::Sprite::stopAllActions();
            setRotation(0);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->stopAllActions();
                additionalFrontSprite->setRotation(0);
            }
            isDoingVictoryJump = false;
            isCirclingAround = false;
        }

    protected:
        
//        cocos2d::Sprite* additionalFrontSprite;
        float minCatchX; float maxCatchX; float bottomCatchY; float topCatchY;
        std::vector<SpaceItem*> caughtItems;
        cocos2d::Point circleMidPoint;
        int previousDirection;
        bool isDoingVictoryJump;
        bool isCirclingAround;
        
        virtual bool init(std::string bottomSpritePath, std::string frontSpritePath, float minCatchX, float maxCatchX, float bottomCatchY, float topCatchY){
            if(!cocos2d::Sprite::initWithFile(bottomSpritePath)){
                return false;
            }
            additionalFrontSprite = cocos2d::Sprite::create(frontSpritePath);
            if(additionalFrontSprite != nullptr){
                additionalFrontSprite->retain();
            }
            this->minCatchX = minCatchX;
            this->maxCatchX = maxCatchX;
            this->bottomCatchY = bottomCatchY;
            this->topCatchY = topCatchY;
            isCirclingAround = false;
            isDoingVictoryJump = false;
            return true;
        }
    };
    
    CatchingCharacter* catchingCharacter;
    
    enum class MoveInPhase {
        NONE,
        PHASE_LINEAR,
        PHASE_BIG_CIRCLE,
        PHASE_SMALL_CIRCLE
    };
    
    struct EntryRotationParams {
        float currentCatchingCharacterDPhi;
        float catchingCharacterMoveInTotalTime;
        float totalDisplacement;
        float linearVelocity;
        float bigCircleRadius;
        cocos2d::Point midPoint;
    };
    
    struct SpaceInvGameState {
        int currentRound;
        bool isCatchingCharacterCircling;
        MoveInPhase catchingCharacterMovingInPhase;
        EntryRotationParams entryRotationParams;
        bool isGeneratingNewItems;
        bool isDraggingCharacter;
        cocos2d::Point dragStartLocation;
        cocos2d::Point draggedCharacterStartPosition;
        int objectsMissed;
        bool isShowingLevelPicker;
        bool interLevelMenuShown;
    };

    GameConfig gameConfig;
    SpaceInvGameState spaceInvGameState;
    std::vector<cocos2d::Sprite*> trees;
    cocos2d::Sprite* hintFingerSprite;
    cocos2d::Node* currentMenu;
//    HSimpleLevelPickerView* levelPicker;

    virtual bool initWithConfiguration(std::string layoutFilePath, CommonConfig commonConfig, std::function<void(GameConfig&)> HGameConfigParser);
    virtual void clearGameState(int level = 0);
    virtual void resetGame() override;
    virtual void resetGameForLevel(int level);
    virtual void resetCharacterPosition();
    virtual void loadTrees();
    virtual CatchingCharacter* createCatchingCharacter();
    virtual TouchHandlerFunction prepareTouchBeganHandler();
    virtual TouchHandlerFunction prepareTouchMovedHandler();
    virtual TouchHandlerFunction prepareTouchEndedHandler();
    virtual void prepareBackgrounds();
    virtual void prepareMenus();
    virtual void prepareBgMusicButton();
    virtual bool touchHandlerForWidget(std::string objectName, cocos2d::ui::Widget::TouchEventType touchEventType) override;
    virtual bool onReplayButtonClicked() override;
    virtual bool onLevelUpButtonClicked();
    
    virtual void startBlowingWind();
    virtual void blowWind(cocos2d::Sprite* tree);
    virtual void startBlinkingFinger();
    virtual void stopBlinkingFinger();
    virtual void prepareCatchingCharacterEntryRotation(float animationTotalTime);
    
    virtual void generateFirstItems(int nRows);
    virtual void generateItem(ItemRow row);
    virtual ItemRow removeItem(int itemId, bool& wasCaught);
    virtual int nRows();
    virtual cocos2d::Rect generateValidRect(ItemRow row, float rectW, float rectH);
    virtual void getYRangeForRow(ItemRow row, float& minYIncl, float& maxYExcl);
    virtual bool checkItemCaught(Item* item, bool& isCorrect); //returns if caught
//    virtual bool checkItemPassedCatchingCharacter(Item* item);
    virtual bool checkItemApproachesEndOfScreen(Item* item, float screenFrac = 0.9f);
    virtual void loseLife();
    virtual void restoreLife();
    virtual bool checkRemoveItemCaught(SpaceItem* item);
    virtual void clipCaughtItem(SpaceItem* item, float dt);
    virtual void adjustItemZOrderIfNeeded(Item* item);
    virtual void handleCaughtItem(bool isCorrectItem, ItemType itemType);
    virtual void handleCorrectItemCaught(ItemType itemType);
    virtual void handleIncorrectItemCaught();
    virtual void nextLevel();
    virtual void nextItem();
    virtual void nextLevelSet();
    virtual void showAppropriateMenu(bool animated = true);
    virtual void initCatchingNextItemType();
    virtual void handleCorrectItemFlownOutOfScreen();
    virtual void fadeInBackgroundDarkLayer(float time = 0.4);
    int resetRoundForLevel(int level){
        return (int)gameState->itemTypeOrder.size()*level-1;
    }
//
    virtual void startGame(bool playIntro = true) override;
    void startGameWithIntro() { stopAllActions(); spaceInvGameState.isShowingLevelPicker = false; startGame(true);}
    virtual void gameWon() override;
    virtual void gameLost() override;
    
    virtual void playRewardVideoForLevel(int levelIndex);
    virtual void videoPLayerFinishedPlayback() override;
    
    virtual std::vector<int> updatePhaseMoveGenerateItems(float dt);
    virtual void updatePhaseRemoveGenerateItems(std::vector<int> idsToRemove);
    virtual void updatePhaseCheckTime(float dt);
    virtual void updatePhaseCheckItemsCount();
    virtual void updatePhaseMoveUncaughtItem(SpaceItem* item, float baseVelocity, float dt);
    virtual void updatePhaseMoveInMaggie(float dt);
    
    virtual void hideSettingsMenuWithLevelReset() override;
    virtual void showSettingsMenu(bool animated = true) override;
    virtual void hideSettingsMenu(bool animated = true) override;
    virtual void hideCurrentMenu(bool animated = true);
    virtual void showRepeatMenu(bool animated = true);
    virtual void showRepeatNextMenu(bool animated = true);
    virtual void showMenu(cocos2d::Node* menuNode, bool animated = true);
    
    void startMenuAnimations();
    void runMaggieMenuAnimations();
    void runButtonAnimations();
    void runLevelGhostsAnimations();
    void resetMenuButtonYs();
    void stopMenuAnimations();
    
    void repeatPickLevelPrompt();
};

#endif /* HSubGameSceneSpaceInvaders_h */