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ModuleSceneLvl3.cpp
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641 lines (504 loc) · 24.1 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleTextures.h"
#include "ModuleRender.h"
#include "ModuleSceneLvl1.h"
#include "ModuleSceneLvl3.h"
//#include "ModulePlayer.h"
//#include "ModulePlayer2.h"
#include "Player.h"
#include "ModuleInput.h"
#include "ModuleFadeToBlack.h"
#include "ModuleContinue.h"
#include "ModuleGameOver.h"
#include "ModuleAudio.h"
#include "ModulePlayerUnit.h"
//#include "ModulePlayer2Unit.h"
#include "ModuleParticles.h"
#include "ModuleCollision.h"
#include "ModulePowerUp.h"
#include "ModuleEnemies.h"
#include "ModuleUI.h"
#include "ModuleReady.h"
ModuleSceneLvl3::ModuleSceneLvl3()
{
//initialize background rects
bgRect = {0,0,2592,224};
fgRect = {0,0,3344,130};
//sea waves animations
for (int i = 0; i < MAXWAVES; ++i)
{
seaWavesAnim[i].PushBack({0,0,128,38});
seaWavesAnim[i].PushBack({ 0,38,128,38 });
seaWavesAnim[i].PushBack({ 0,76,128,38 });
seaWavesAnim[i].PushBack({ 0,114,128,38 });
seaWavesAnim[i].PushBack({ 0,152,128,38 });
seaWavesAnim[i].PushBack({ 0,190,128,38 });
seaWavesAnim[i].PushBack({ 0,228,128,38 });
seaWavesAnim[i].PushBack({ 0,266,128,38 });
seaWavesAnim[i].speed = 0.125f;
}
//background water reflections
for (int i = 0; i < NUMREFLECTIONS; ++i)
{
bgWaterReflectionsAnim[i].PushBack({0,0,256,11});
bgWaterReflectionsAnim[i].PushBack({ 0,11,256,11 });
bgWaterReflectionsAnim[i].PushBack({ 0,22,256,11 });
bgWaterReflectionsAnim[i].PushBack({ 0,33,256,11 });
bgWaterReflectionsAnim[i].PushBack({ 0,44,256,11 });
bgWaterReflectionsAnim[i].PushBack({ 0,55,256,11 });
bgWaterReflectionsAnim[i].PushBack({ 0,66,256,11 });
bgWaterReflectionsAnim[i].speed = 0.14f;
}
//wave caps animation (reflection to water layer)
wavesCapAnim.PushBack({0,0,28,14});
wavesCapAnim.PushBack({ 30,0,29,14 });
wavesCapAnim.PushBack({ 0,14,29,14 });
wavesCapAnim.PushBack({ 30,14,29,14 });
wavesCapAnim.PushBack({ 0,28,29,14 });
wavesCapAnim.PushBack({ 30,28,27,14 });
wavesCapAnim.PushBack({ 0,42,26,14 });
wavesCapAnim.speed = 0.14f;
}
ModuleSceneLvl3::~ModuleSceneLvl3()
{}
bool ModuleSceneLvl3::Init()
{
return true;
}
bool ModuleSceneLvl3::Start()
{
//enable needed modules ------------------
// player modules -------------------
App->player[0]->Enable();
App->player[0]->sceneCallback = this;
//App->player[1]->Enable();
//App->player[1]->sceneCallback = this;
// ----------------------------------
//App->player2->Enable();
App->particles->Enable();
App->collision->Enable();
App->modulePowerUp->Enable();
App->enemies->Enable();
//adding enemies to Level
addEnemiesToLvl3();
//changes the state of the UI ------------
App->moduleUI->UI = gameplay_state::SCENE;
LOG("Starting level 3");
bgTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/background_3_fixed.png");
fgTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/foreground_3.png");
fgWavesTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/seaWavesFixed.png");
bgWaterReflectionsTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/seaWaterReflections.png");
bossBgTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/bossBg.png");
wavesCapTexture = App->textures->Load("assets/Graphics/Backgrounds/Lvl_3/lvl3WavesCapAnim.png");
//starting needed background variables
scroll = true;
//App->render->camera.x = -10000; //camera trick
//assigns correct current level stage zone
currentLevelZone = stage_zone::level;
//load needed audios
App->audio->LoadAudio("assets/Audio/Music/Sonar_Stage3_theme.ogg", "song_lvl3", MUSIC);
App->audio->LoadAudio("assets/Audio/Music/Cold_Machine_Boss3_theme.ogg", "bosslvl3", MUSIC);
App->audio->ControlAudio("song_lvl3", MUSIC, FADEIN, -1, 1500.0f);
//boss background fade values
faded = false;
total_time = 2500; //fade time
//add wall colliders to scene
AddColliders();
//correct camera position
App->render->camera.x = 0;
// correct spawn values
wave = 1; // lamellas
midBossSpawn = false;
// debug colliders
//debugColRight = App->collision->AddCollider({300,0, 20, 300}, COLLIDER_WALL, this);
//debugColLeft = App->collision->AddCollider({ -15,0, 20, 300 }, COLLIDER_WALL, this);
/*debugColCenter = App->collision->AddCollider({ 0, 0, 50, 150 }, COLLIDER_WALL, this); //left column
//debugColCenter = App->collision->AddCollider({ 0, 0, 50, 150 }, COLLIDER_WALL, this); // right column
debugColumn = App->collision->AddCollider({ 0, 0, 50, 150 }, COLLIDER_WALL, this); //left column*/
return true;
}
update_status ModuleSceneLvl3::PreUpdate()
{
if (scroll)
{
App->render->camera.x -= 1 * SCREEN_SIZE;
//move player position to follow the camera movement
//if(App->player[0]->IsEnabled)
App->player[0]->position.x += 1;
if (App->player[1]->IsEnabled())
App->player[1]->position.x += 1;
}
if ((GetCurrentCameraPixelPos() > 1950) & wave==1)
{
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 20, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 60, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 100, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 140, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 20, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 60, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 100, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 140, NONE);
wave++;
}
if ((GetCurrentCameraPixelPos() > 2250) & wave == 2)
{
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 20, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 60, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 100, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 20, 140, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 20, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 60, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 100, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, GetCurrentCameraPixelPos() * 2 + 240, 140, NONE);
wave++;
}
if ((GetCurrentCameraPixelPos() > 3550) && !midBossSpawn)
{
App->enemies->AddEnemy(ENEMY_TYPES::BIGDADDY, GetCurrentCameraPixelPos() * 2, 102, NONE);
midBossSpawn = true;
}
if ((GetCurrentCameraPixelPos() > 5520 - SCREEN_WIDTH - 26.5f) && scroll) //-26.5f is the offset
{
scroll = false;
App->audio->ControlAudio("bosslvl3", MUSIC, FADEIN, -1, 1000.0f);
//App->fade->FadeToBlack(this, (Module*)App->winScreen);
// ADD BOSS
App->enemies->AddEnemy(COLDMACHINE, (GetCurrentCameraPixelPos() *2), 0, NONE);
}
if (currentLevelZone == stage_zone::level) // if we entry on boss zone and still not faded the boss background
{
//check when player entries boss zone
if (GetCurrentCameraPixelPos() > 5520 - SCREEN_WIDTH - 360) //-360 is the zone when boss background appears with fade
{
start_time = SDL_GetTicks();
currentLevelZone = stage_zone::boss_zone; //change level current zone
App->audio->ControlAudio("song_lvl3", MUSIC, FADEOFF, -1, 0.0f, 4500.0f);
}
}
//set colliders to follow correct foreground speed
setCollidersToScenePos();
// update position of debug walls colliders to test bouncing functionalities
//debugColRight->SetPos(debugColRight->rect.x +1, 0);
//debugColLeft->SetPos(debugColLeft->rect.x + 1, 0);
//debugColCenter->SetPos(debugColLeft->rect.x + 40, 180);//150, 60); // 280
//debugColCenter->SetPos(debugColLeft->rect.x + 280, 60);//-40);//150, 60); // 280
//debugColCenter->SetPos(debugColLeft->rect.x + 100, 180);//150, 60); // 280
//debugColumn->SetPos(debugColLeft->rect.x + 200, 150);
//activate player 2
if (App->input->keyboard[SDL_SCANCODE_BACKSPACE] == KEY_DOWN && !App->player[1]->IsEnabled())
{
App->player[1]->Enable();
App->moduleUI->coins--;
App->player[1]->sceneCallback = this;
App->player[1]->position.x = (int)GetCurrentCameraPixelPos() * 2 + 40;
}
return UPDATE_CONTINUE;
}
update_status ModuleSceneLvl3::Update()
{
// draw --------------------------------------------------------------------------------
//jungle background
App->render->Blit(bgTexture,0,0,&bgRect, 0.25f);
//checks if we have to draw boss background
if (currentLevelZone == stage_zone::boss_zone)
{
//draw background
App->render->Blit(bossBgTexture, 0, 0, NULL, 0.0f);
if (!faded)
{
bossBackgroundFade();
}
}
//sea water cap (finish the sea water reflections layer) ---------------------------------
App->render->Blit(wavesCapTexture, 1024 , 177, &wavesCapAnim.GetCurrentFrame(), 0.25f);
//sea water reflections
for (int i = 0; i < NUMREFLECTIONS; ++i)
{
App->render->Blit(bgWaterReflectionsTexture, i * 256, 177, &bgWaterReflectionsAnim[i].GetCurrentFrame(), 0.25f);
}
// ----------------------------------------------------------------------------------------
//sea waves animations (foreground waves)
if (currentLevelZone == stage_zone::boss_zone)
{
for (int i = 0; i < MAXWAVES; ++i)
{
App->render->Blit(fgWavesTexture, i * 128, 186, &seaWavesAnim[i].GetCurrentFrame(), 0.50f);
}
//cave background
App->render->Blit(fgTexture, 2150, 94, &fgRect, 0.50f);
}
//DEBUG actual colliders in scene
//LOG("current scene colliders: %d", App->collision->actualColliders);
return UPDATE_CONTINUE;
}
update_status ModuleSceneLvl3::PostUpdate()
{
//sea waves animations (foreground waves)
if (currentLevelZone == stage_zone::level)
{
for (int i = 0; i < MAXWAVES; ++i)
{
App->render->Blit(fgWavesTexture, i * 128, 186, &seaWavesAnim[i].GetCurrentFrame(), 0.50f);
}
//cave background
App->render->Blit(fgTexture, 2150, 94, &fgRect, 0.50f);
}
//SCENE SWITCHING
if (App->input->keyboard[SDL_SCANCODE_RETURN] == KEY_DOWN)
App->fade->FadeToBlack(this, App->continueScreen);
if (App->input->keyboard[SDL_SCANCODE_U] == KEY_DOWN)
App->fade->FadeToBlack(this, (Module*)App->winScreen);
if (App->input->keyboard[SDL_SCANCODE_O] == KEY_DOWN)
App->fade->FadeToBlack(this, (Module*)App->gameOverScreen);
if (App->input->keyboard[SDL_SCANCODE_TAB] == KEY_DOWN)
{
App->player[0]->sceneCallback = App->scene_lvl1;
App->fade->FadeToBlack(this, App->readyScreen);
}
return UPDATE_CONTINUE;
}
bool ModuleSceneLvl3::CleanUp()
{
// unload scene colliders
//unload textures ---
App->textures->Unload(wavesCapTexture);
App->textures->Unload(bossBgTexture);
App->textures->Unload(bgWaterReflectionsTexture);
App->textures->Unload(fgWavesTexture);
App->textures->Unload(fgTexture);
App->textures->Unload(bgTexture);
//unload audio ---
App->audio->UnloadAudio("song_lvl3", MUSIC);
App->audio->UnloadAudio("bosslvl3", MUSIC);
//unload modules
//App->collision->Disable();
App->enemies->Disable();
App->modulePowerUp->Disable();
//App->collision->Disable();
App->particles->Disable();
App->player[0]->Disable();
if (App->player[1]->IsEnabled())
App->player[1]->Disable();
App->collision->Disable();
//reposition the camera
App->render->camera.x = 0;
//send to moduleUI new stage
App->moduleUI->UI = gameplay_state::NO;
return true;
}
void ModuleSceneLvl3::addEnemiesToLvl3()
{
// first ADD submarine ( for draw circunstances )
App->enemies->AddEnemy(ENEMY_TYPES::SUBMARINE, 0, 60, NONE);
// BOSS
//App->enemies->AddEnemy(ENEMY_TYPES::COLDMACHINE, 100, 100, NONE);
//First Wave
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 300, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 300, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 342, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 342, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 372, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 372, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 402, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 402, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 432, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 432, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 462, 35, BOMBS);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 462, 90, NONE);
//Second Wave
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 680, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 710, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 740, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 770, 35, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 800, 35, MISSILES);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 830, 35, NONE);
//Third Wave
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1170, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1200, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1230, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1260, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1290, 90, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 1320, 90, BOOST);
//Last Wave
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8600, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8630, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8660, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8690, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8720, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 8750, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9150, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9180, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9210, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9240, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9270, 45, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::REDBIRD, 9300, 45, LASER); // NONE
//-----------------------------------------------------------
// Enemy POWERUP BEE
App->enemies->AddEnemy(ENEMY_TYPES::POWERUP_BEE, 3200, 75, BOMBS);//BOOST); //GPOWER
App->enemies->AddEnemy(ENEMY_TYPES::POWERUP_BEE, 4900, 75, BOOST); //BOOST
App->enemies->AddEnemy(ENEMY_TYPES::POWERUP_BEE, 5700, 75, BOOST); //BOOST
App->enemies->AddEnemy(ENEMY_TYPES::POWERUP_BEE, 6100, 75, MISSILES); //HPOWER*/
// ----------------------------------------------------------
// Enemy PROTATORS
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4658, 139, BOMBS); //20 // NONE
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4754, 139, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4818, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4854, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4886, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 4948, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5010, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5074, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5138, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5266, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5298, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5330, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5362, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5394, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5426, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5458, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5490, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5522, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5552, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5584, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5618, 127, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5650, 127, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5682, 127, LASER);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5714, 144, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5746, 144, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5810, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5842, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5874, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5906, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5938, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 5970, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6002, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6034, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6130, 128, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6162, 128, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6194, 128, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6226, 128, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6258, 128, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6290, 189, BOMBS);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6322, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6354, 185, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6386, 185, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6418, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6482, 155, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6546, 176, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6610, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6674, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6738, 112, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6802, 126, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6866, 144, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6906, 144, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 6994, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7058, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7122, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7186, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7250, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7342, 189, BOMBS);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7466, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7546, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7626, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7706, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7786, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7866, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 7946, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8026, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8106, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8186, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8266, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8346, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8426, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8506, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8586, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8652, 189, MISSILES);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8734, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8814, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8894, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 8974, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9038, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9116, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9194, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9276, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9436, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9564, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9644, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9804, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9884, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYPROTATOR, 9938, 189, NONE);
//------------------------------------------------------------------
// Enemy BEE
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYBEE, 3300, 80, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYBEE, 3800, 80, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYBEE, 4000, 80, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::ENEMYBEE, 7200, 80, LASER);
//--------------------------------------------------------------------
// Enemy Lamella
//App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, 200, 80, NONE);
//App->enemies->AddEnemy(ENEMY_TYPES::LAMELLA, 0, 80, NONE);
//Enemy Diver
//App->enemies->AddEnemy(ENEMY_TYPES::DIVER, 120, 100, NONE);
//Enemy MiniTank
App->enemies->AddEnemy(ENEMY_TYPES::MINITANK, 4226, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::MINITANK, 5285, 189, NONE);
App->enemies->AddEnemy(ENEMY_TYPES::MINITANK, 7170, 189, NONE);
// bigDaddy testing spawn here
//App->enemies->AddEnemy(ENEMY_TYPES::BIGDADDY, 200, 100, NONE);
}
void ModuleSceneLvl3::AddColliders()
{
sceneColliders[0] = App->collision->AddCollider({0, 189, 15000, 50}, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[1] = App->collision->AddCollider({ 2169,176,64,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[2] = App->collision->AddCollider({ 2393,176,64,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[3] = App->collision->AddCollider({ 2453,139,95,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[4] = App->collision->AddCollider({ 2548,155,163,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[5] = App->collision->AddCollider({ 2916,112,64,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[6] = App->collision->AddCollider({ 2980,127,34,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[7] = App->collision->AddCollider({ 3010,144,50,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[8] = App->collision->AddCollider({ 3200,140,20,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[9] = App->collision->AddCollider({ 3220,128,83,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[10] = App->collision->AddCollider({ 3376,154,55,50 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[11] = App->collision->AddCollider({ 3430,176,32,30 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[12] = App->collision->AddCollider({ 3493,112,64,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[13] = App->collision->AddCollider({ 3557,126,34,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
sceneColliders[14] = App->collision->AddCollider({ 3591,144,49,100 }, COLLIDER_TYPE::COLLIDER_WALL, this);
// testing unit bouncing functionality
//sceneColliders[15] = App->collision->AddCollider({ 320,100,20,200 }, COLLIDER_TYPE::COLLIDER_WALL, this);
}
void ModuleSceneLvl3::setCollidersToScenePos()
{
currentCameraPixelPos = GetCurrentCameraPixelPos();
for (int i = 0; i < MAX_SCENE_COLLIDERS; ++i)
{
if (sceneColliders[i] == nullptr) continue;
lastCameraPosX = GetCurrentCameraPixelPos();
if (currentCameraPixelPos != lastCameraPosX)
{
sceneColliders[i]->rect.x += 1;
}
sceneColliders[i]->SetPos(sceneColliders[i]->rect.x, sceneColliders[i]->rect.y);
}
}
float ModuleSceneLvl3::GetCurrentCameraPixelPos()
{
return (-App->render->camera.x / SCREEN_SIZE * 0.5f); //respect foreground camera pos
}
void ModuleSceneLvl3::bossBackgroundFade()
{
SDL_Rect bossBgRect = { 0,0,304 * SCREEN_SIZE, 224 * SCREEN_SIZE };
//fade
if (!faded)
{
now = SDL_GetTicks() - start_time;
float normalized = MIN(1.0f, (float)now / (float)total_time);
normalized = 1.0f - normalized;
//blending alpha
SDL_SetRenderDrawBlendMode(App->render->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(App->render->renderer, 0, 0, 0,(Uint8)(normalized * 255.0f));
SDL_RenderFillRect(App->render->renderer, &bossBgRect);
if (now >= total_time)
faded = true;
}
}