#include <gameManager.h>
Inherits spriteManager.
Inheritance diagram for gameManager:
Public Member Functions | |
gameManager (u8 newscreen=0) | |
Create a new gameManager instance and assign it a screen to manage. | |
virtual | ~gameManager () |
virtual void | activate () |
In addition to giving this gameManager control of its screen, reset all scores. | |
virtual void | deactivate () |
In addition to relinquishing control of this gameManager's screen, reset all scores. | |
virtual void | clearOutSprites (bool keepSound=false) |
Flush the sprite system and reset everything for a new round. | |
void | loadPlayer1SpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the first Player | |
void | loadPlayer2SpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the second Player | |
void | loadEnvSpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the environment (floor, marshmallow and Pickup spawners) | |
void | loadPickupSpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the Pickups | |
void | loadFXSpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the game's effects | |
void | loadDunceSpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the dunce hat | |
void | loadBootsSpriteSet (const unsigned short *p, const unsigned char *s) |
load the sprite data for the boots | |
void | refreshPalletes () |
Reload all palletes that the game's spriteObjects needs to operate. | |
void | preloadGFX () |
Preload commonly used GFX for the gameManager's sprites to share. | |
void | unloadGFX () |
Unload all preloaded GFX from memory. | |
virtual void | gameTick () |
The game's update function, called once per frame. | |
void | resetGame (bool ending=false) |
Reset the game in order to start a new round. | |
void | generateBricks () |
Generate a playfield made out of floorTiles. | |
void | generateRopes () |
Generate the gameManager's Ropes which Players can use to navigate up and down the playfield. | |
void | drawMallow () |
Generate the marshmallow sea that sits at the bottom of the screen and looks nice. | |
void | generateSpawners () |
Generate the game's pickup spawners and position them at the correct places on the screen. | |
void | playerSank (Player *p) |
A player drowned in the marshmallow. | |
void | playerDiedSilently (Player *p) |
this death isn't associated with any particular Weapon, it's just for completely silent ones if ever needed | |
void | playerSkulled (Player *p) |
Player was hit by a skull. | |
void | playerLightningd (Player *p) |
A Player was touched by someone with 1000 volts. | |
void | playerMined (Player *p) |
A Player stepped on a mine. | |
void | playerDisintegrated (Player *p) |
A Player was shot by a gun. | |
void | playerWeaseled (Player *p) |
A Player got bitten by a weasel. | |
void | playerPucked (Player *p) |
A Player was hit by a nuclear puck. | |
void | resetScores () |
reset all score-related variables in preparation for a new match | |
bool | isGamePaused () |
Check whether or not the game is paused. | |
pickupGraphics * | getNextAvailablePickupGFXSet () |
Find the next set of Pickup GFX that are not in use and return them. | |
void | addPickup (Pickup *p) |
Adds a Pickup to the array of available Pickups so that they can be retrieved later. | |
void | removePickup (Pickup *p) |
Removes a Pickup from the array of available Pickups when it has died or is no longer needed. | |
bool | allowPickupSpawning () |
Check whether or not it is allowable for Pickups to be created. | |
Public Attributes | |
u8 | p1score |
u8 | p2score |
u8 | pointsToWin |
u8 | p1RoundScore |
the score that Player 1 has accumulated for this round | |
u8 | p2RoundScore |
the score that Player 2 has accumulated for this round | |
soundData | bigSplash |
soundData | platformExplode |
soundData | spawnPuff |
soundData | gotPickup |
soundData | teleport |
soundData | skullLoop |
soundData | skullPickup |
soundData | lightningHit |
soundData | lightningLoop |
soundData | invisOn |
soundData | invisOff |
soundData | mineExp |
soundData | mineDrop |
soundData | gunFire |
soundData | bootsJump |
soundData | smallSplash |
soundData | chutClose |
soundData | chutOpen |
soundData | hookHit |
soundData | duncePickup |
soundData | magnetLoop |
soundData | netThrow |
soundData | bulletReflect |
soundData | boomerangLoop |
soundData | throwSound |
soundData | weaselSounds [7] |
spriteSet | player1Sprite |
spriteSet | player2Sprite |
spriteSet | tileSprite |
spriteSet | pickupSprite |
spriteSet | FXSprite |
spriteSet | dunceHatSprite |
spriteSet | bootsSprite |
u8 | player1000VPallete |
const short unsigned int * | player1000VPalleteData |
vector< pickupGraphics > | pickupGFX |
all the preloaded GFX that Pickups will hopefully need (maxPickups + 2) | |
u16 | spawnGFX [4] |
u16 | dunceGFX [2] |
u16 | bootsGFX [2] |
pickupSpawner * | pickupSpawners [3] |
the pickupSpawners that generate Pickups for the game | |
Player * | player1 |
The Player who spawns on the left hand side of the battlefield. | |
Player * | player2 |
The Player who spawns on the right hand side of the battlefield. | |
vector< Pickup * > | pickups |
a vector of Pickups saves us from having to iterate through all actors to find them | |
spriteManager * | menuTop |
spriteManager which handles the top screen during frontend | |
spriteManager * | gameBottom |
spriteManager which handles the bottom screen during gameplay | |
menuBottom * | menuBase |
spriteManager which handles the bottom screen during frontend | |
vector< u8 > | pickupMask |
an array of Pickup IDs that are ok to use. These correspond to Pickup::pickupType. | |
u8 | statTimerID |
the timer id of the main timer that is used to record Weapon time statistics | |
Static Public Attributes | |
static const u8 | MALLOWYPOS = 169 |
the Y screen position (in pixels) to play splash effects at | |
Private Member Functions | |
void | playerDied (Player *p, u8 weaponID=18, bool skipKill=false) |
Called when a Player bites the dust. | |
Private Attributes | |
s8 | gameEndTimer |
count down from here (in ticks) when round ends, then reset | |
u8 | roundNumber |
the number of the round that is currently being played | |
bool | pauseSpawning |
Set to true to stop Pickups from spawning. Pickups shouldn't spawn when the round is over, as a safety measure. | |
Static Private Attributes | |
static const u8 | ROUNDENDTIMEOUT = 60 |
time in frames that the round will restart after a Player is killed | |
Classes | |
struct | pickupGraphics |
holds preloaded graphical data for the game's Pickups, so that we don't have to load them up freshly each time More... |
The gameManager works in tandem with a menuGBottom in order to run the game itself. The gameManager is responsible for the 'important' game logic and display, whilst the menuGBottom is responsible for controlling Pickup spawns, showing scores etc and pausing the game.
The game is played in rounds, and a configurable number of rounds make up a match. The gameManager is in control of its screen for the entire duration of the match.
Definition at line 53 of file gameManager.h.
gameManager::gameManager | ( | u8 | newscreen = 0 |
) | [inline] |
Create a new gameManager instance and assign it a screen to manage.
newscreen | the screen this gameManager should handle. 1 is the top screen, 0 is the bottom one. |
Definition at line 62 of file gameManager.h.
References bootsSprite, dunceHatSprite, FXSprite, pickupSprite, player1Sprite, player2Sprite, and tileSprite.
gameManager::~gameManager | ( | ) | [virtual] |
Definition at line 26 of file gameManager.cpp.
virtual void gameManager::activate | ( | ) | [inline, virtual] |
In addition to giving this gameManager control of its screen, reset all scores.
We do this because the gameManager is only activated at the start of a match.
Reimplemented from spriteManager.
Definition at line 81 of file gameManager.h.
References spriteManager::activate(), gameEndTimer, pickupMask, and resetScores().
Referenced by menuBottom::mainAction().
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virtual void gameManager::deactivate | ( | ) | [inline, virtual] |
In addition to relinquishing control of this gameManager's screen, reset all scores.
Reimplemented from spriteManager.
Definition at line 92 of file gameManager.h.
References spriteManager::deactivate(), and resetScores().
Referenced by menuGBottom::gameTick().
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void gameManager::clearOutSprites | ( | bool | keepSound = false |
) | [virtual] |
Flush the sprite system and reset everything for a new round.
Sets all spriteSets palleteID's back to -1 so that they will be reloaded when gameManager::refreshPalletes() is called. Also clears the Pickups array and resets the number of active Pickups.
Reimplemented from spriteManager.
Definition at line 619 of file gameManager.cpp.
References bootsSprite, spriteManager::clearOutSprites(), dunceHatSprite, FXSprite, gameBottom, pickupGFX, pickups, pickupSprite, player1, player1Sprite, player2, player2Sprite, and tileSprite.
Referenced by resetGame().
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void gameManager::loadPlayer1SpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the first Player
Definition at line 554 of file gameManager.cpp.
References spriteManager::loadSpriteSet(), and player1Sprite.
Referenced by menuBottom::loadPlayerGFX(), and refreshPalletes().
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void gameManager::loadPlayer2SpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the second Player
Definition at line 560 of file gameManager.cpp.
References spriteManager::loadSpriteSet(), and player2Sprite.
Referenced by menuBottom::loadPlayerGFX(), and refreshPalletes().
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void gameManager::loadEnvSpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the environment (floor, marshmallow and Pickup spawners)
Definition at line 566 of file gameManager.cpp.
References spriteManager::loadSpriteSet(), and tileSprite.
Referenced by main(), and refreshPalletes().
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void gameManager::loadPickupSpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the Pickups
Definition at line 572 of file gameManager.cpp.
References spriteManager::loadSpriteSet(), and pickupSprite.
Referenced by main(), and refreshPalletes().
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void gameManager::loadFXSpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the game's effects
Definition at line 578 of file gameManager.cpp.
References FXSprite, and spriteManager::loadSpriteSet().
Referenced by main(), and refreshPalletes().
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void gameManager::loadDunceSpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the dunce hat
Definition at line 584 of file gameManager.cpp.
References dunceHatSprite, and spriteManager::loadSpriteSet().
Referenced by main(), and refreshPalletes().
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void gameManager::loadBootsSpriteSet | ( | const unsigned short * | p, | |
const unsigned char * | s | |||
) |
load the sprite data for the boots
Definition at line 590 of file gameManager.cpp.
References bootsSprite, and spriteManager::loadSpriteSet().
Referenced by main(), and refreshPalletes().
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void gameManager::refreshPalletes | ( | ) |
Reload all palletes that the game's spriteObjects needs to operate.
This should be called after flushing the sprite system so that newly created sprites display properly.
Definition at line 600 of file gameManager.cpp.
References bootsSprite, dunceHatSprite, FXSprite, loadBootsSpriteSet(), loadDunceSpriteSet(), loadEnvSpriteSet(), loadFXSpriteSet(), spriteManager::loadPallete(), loadPickupSpriteSet(), loadPlayer1SpriteSet(), loadPlayer2SpriteSet(), pickupSprite, player1000VPallete, player1000VPalleteData, player1Sprite, player2Sprite, and tileSprite.
Referenced by resetGame().
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void gameManager::preloadGFX | ( | ) |
Preload commonly used GFX for the gameManager's sprites to share.
These GFX encompass Player effects (gameManager::spawnGFX), boots (gameManager::bootsGFX) and dunce hats (gameManager::dunceGFX).
Definition at line 137 of file gameManager.cpp.
References bootsGFX, bootsSprite, dunceGFX, dunceHatSprite, FXSprite, spriteManager::loadGFX(), menuBase, menuBottom::numPickups, pickupGFX, pickupSprite, and spawnGFX.
Referenced by resetGame().
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void gameManager::unloadGFX | ( | ) |
Unload all preloaded GFX from memory.
Not currently in use.
Definition at line 168 of file gameManager.cpp.
References bootsGFX, dunceGFX, pickupGFX, spriteManager::screen, and spawnGFX.
void gameManager::gameTick | ( | ) | [virtual] |
The game's update function, called once per frame.
In addition to the spriteManager's purpose of updating and redrawing spriteObjects, this function also performs additional high-level game logic such as scoring, checking Player inputs and computing collision.
The order of main execution loops is as follows:
This does make some things a little tricky, but it leaves things in a very predictable order with spriteObjects at very specific states after each loop.
Reimplemented from spriteManager.
Definition at line 324 of file gameManager.cpp.
References Player::checkPad(), Player::clearWeapon(), gameBottom, gameEndTimer, spriteManager::gameSprites, spriteManager::gameTick(), spriteManager::getNextSpriteID(), Player::isDisabled(), massObject::isFrozen(), menuBase, p1RoundScore, p1score, p2RoundScore, p2score, pauseSpawning, player1, menuBottom::player1id, player2, menuBottom::player2id, Player::playVictory(), pointsToWin, Player::readyForVictory(), resetGame(), ROUNDENDTIMEOUT, menuBottom::scoreRound(), statTimerID, and Player::updateAnimation().
Referenced by main().
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void gameManager::resetGame | ( | bool | ending = false |
) |
Reset the game in order to start a new round.
This function performs the actions of spriteManager::clearOutSprites() in addition to resetting game objects, Players and scores.
ending | whether or not the game is ending and going back to the frontend menus. If ending, draw the game summary screen with victory dancing guy etc. |
Definition at line 38 of file gameManager.cpp.
References clearOutSprites(), spriteManager::createSingleFireSprite(), drawMallow(), FXSprite, gameBottom, menuGBottom::gameOver, generateBricks(), generateRopes(), generateSpawners(), spriteObject::getx(), spriteObject::gety(), spriteObject::giveGFX(), spriteObject::giveSprite(), spriteManager::loadGFX(), p1RoundScore, p1score, p2RoundScore, p2score, pickupSpawners, player1, player1Sprite, player2, player2Sprite, spriteObject::playSound(), preloadGFX(), refreshPalletes(), menuGBottom::resetIdleTime(), roundNumber, spriteObject::setArbitraryAnim(), Player::setControls(), spriteObject::setLayer(), spriteObject::setPallete(), Player::setPallete(), spriteObject::setRotSet(), Player::setStartFlipped(), Player::setStartPos(), spawnGFX, spawnPuff, and spriteObject::TICKSPERFRAME.
Referenced by gameTick().
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void gameManager::generateBricks | ( | ) |
Generate a playfield made out of floorTiles.
The same number of tiles are generated each time, even though due to the random nature of the game, some are not used. These extra tiles are simply placed offscreen for the round.
Definition at line 206 of file gameManager.cpp.
References spriteManager::gameSprites, spriteManager::loadGFX(), OFFX, OFFY, and tileSprite.
Referenced by resetGame().
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void gameManager::generateRopes | ( | ) |
Generate the gameManager's Ropes which Players can use to navigate up and down the playfield.
Definition at line 239 of file gameManager.cpp.
References Rope::childGFX, spriteObject::giveGFX(), spriteManager::loadGFX(), Rope::makeStatic(), Rope::setLength(), spriteObject::setPallete(), Rope::setPos(), and tileSprite.
Referenced by resetGame().
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void gameManager::drawMallow | ( | ) |
Generate the marshmallow sea that sits at the bottom of the screen and looks nice.
Definition at line 294 of file gameManager.cpp.
References tileSprite.
Referenced by resetGame().
void gameManager::generateSpawners | ( | ) |
Generate the game's pickup spawners and position them at the correct places on the screen.
Definition at line 264 of file gameManager.cpp.
References spriteObject::giveSprite(), pickupSpawners, pickupSpawner::SDIR_DOWN, pickupSpawner::SDIR_LEFT, pickupSpawner::SDIR_RIGHT, pickupSpawner::setDirection(), spriteObject::setFrame(), spriteObject::setPallete(), spriteObject::setPos(), and tileSprite.
Referenced by resetGame().
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void gameManager::playerSank | ( | Player * | p | ) |
A player drowned in the marshmallow.
Award a kill only if the other Player just hit them with their body or a Weapon.
p | reference to the Player who died |
Definition at line 471 of file gameManager.cpp.
References Player::CS_BASICHIT, Player::CS_BOOMERANG, Player::CS_GRENFALL, Player::CS_INVISPLAYER, Player::CS_SHIELDPLAYER, Player::CS_TNTFALL, Player::CS_WARPEDPLAYER, Player::isNetted(), Player::lastCollision, player1, player2, playerDied(), Player::playSplashEffect(), Pickup::PT_BOOMERANG, Pickup::PT_GRENADE, Pickup::PT_INVIS, Pickup::PT_NET, Pickup::PT_SHIELD, Pickup::PT_TNT, and Pickup::PT_WARP.
Referenced by Player::updateSprite().
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void gameManager::playerDiedSilently | ( | Player * | p | ) |
this death isn't associated with any particular Weapon, it's just for completely silent ones if ever needed
p | reference to the Player who died |
Definition at line 443 of file gameManager.cpp.
References player1, player2, playerDied(), and Player::playInvis().
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void gameManager::playerSkulled | ( | Player * | p | ) |
Player was hit by a skull.
Award a kill if the other Player was using a magnet, or they just bumped into the Player who died.
p | reference to the Player who died |
Definition at line 455 of file gameManager.cpp.
References Player::CS_NONE, Player::lastCollision, player1, player2, playerDied(), Player::playSkulled(), Pickup::PT_MAGNET, Pickup::PT_SKULL, and Player::usingMagnet().
Referenced by Pickup::playerTouchAction().
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void gameManager::playerLightningd | ( | Player * | p | ) |
A Player was touched by someone with 1000 volts.
p | reference to the Player who died |
Definition at line 501 of file gameManager.cpp.
References Player::play1000VHitEffect(), player1, player2, playerDied(), and Pickup::PT_1000V.
Referenced by Player::collidingWith().
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void gameManager::playerMined | ( | Player * | p | ) |
A Player stepped on a mine.
p | reference to the Player who died |
Definition at line 512 of file gameManager.cpp.
References player1, player2, playerDied(), Player::playMineHitEffect(), and Pickup::PT_MINE.
Referenced by Player::collidingWith().
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void gameManager::playerDisintegrated | ( | Player * | p | ) |
A Player was shot by a gun.
p | reference to the Player who died |
Definition at line 523 of file gameManager.cpp.
References Player::playDisintegrated(), player1, player2, playerDied(), and Pickup::PT_GUN.
Referenced by wp_gun::weaponFireAction().
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void gameManager::playerWeaseled | ( | Player * | p | ) |
A Player got bitten by a weasel.
p | reference to the Player who died |
Definition at line 534 of file gameManager.cpp.
References Player::playDisintegrated(), player1, player2, playerDied(), and Pickup::PT_WEASEL.
Referenced by Player::collidingWith().
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void gameManager::playerPucked | ( | Player * | p | ) |
A Player was hit by a nuclear puck.
p | reference to the Player who died |
Definition at line 545 of file gameManager.cpp.
References player1, player2, playerDied(), Player::playMineHitEffect(), and Pickup::PT_PUCK.
Referenced by wp_puck_proj::collidingWith().
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void gameManager::resetScores | ( | ) | [inline] |
reset all score-related variables in preparation for a new match
Definition at line 139 of file gameManager.h.
References p1RoundScore, p1score, p2RoundScore, p2score, and roundNumber.
Referenced by activate(), and deactivate().
bool gameManager::isGamePaused | ( | ) |
Check whether or not the game is paused.
When paused, the main loop is not executed, which is a very efficient way of stopping the action.
Definition at line 128 of file gameManager.cpp.
References gameBottom.
Referenced by Player::weaponChange().
gameManager::pickupGraphics * gameManager::getNextAvailablePickupGFXSet | ( | ) |
Find the next set of Pickup GFX that are not in use and return them.
Definition at line 186 of file gameManager.cpp.
References pickupGFX.
Referenced by wp_magnet::popOutPawnWeapon(), and pickupSpawner::updateSprite().
void gameManager::addPickup | ( | Pickup * | p | ) |
Adds a Pickup to the array of available Pickups so that they can be retrieved later.
p | the Pickup to add to the gameManager::pickups array |
Definition at line 649 of file gameManager.cpp.
References pickups.
Referenced by Pickup::Pickup().
void gameManager::removePickup | ( | Pickup * | p | ) |
Removes a Pickup from the array of available Pickups when it has died or is no longer needed.
p | the Pickup to remvoe from the gameManager::pickups array |
Definition at line 659 of file gameManager.cpp.
References pickups.
Referenced by Pickup::~Pickup().
bool gameManager::allowPickupSpawning | ( | ) | [inline] |
Check whether or not it is allowable for Pickups to be created.
Definition at line 195 of file gameManager.h.
References pauseSpawning.
Referenced by menuGBottom::gameTick().
void gameManager::playerDied | ( | Player * | p, | |
u8 | weaponID = 18 , |
|||
bool | skipKill = false | |||
) | [private] |
Called when a Player bites the dust.
Freezes the action and awards kill & death statistics to the proper Players.
p | a reference to the Player who died | |
weaponID | ID of the Weapon the Player was killed by. Relates to Pickup::pickupType. type 18 is a death by drowning (no Weapon) | |
skipKill | if true, the death was a suicide and no kill points are awarded |
Definition at line 410 of file gameManager.cpp.
References Player::disableControls(), Player::freezePlayer(), gameEndTimer, menuBase, p1RoundScore, p2RoundScore, player1, menuBottom::player1id, player2, menuBottom::player2id, ROUNDENDTIMEOUT, menuBottom::scoreDeath(), menuBottom::scoreKill(), and Player::stopNetted().
Referenced by playerDiedSilently(), playerDisintegrated(), playerLightningd(), playerMined(), playerPucked(), playerSank(), playerSkulled(), and playerWeaseled().
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Definition at line 132 of file gameManager.h.
Referenced by menuGBottom::gameTick(), gameTick(), resetGame(), and resetScores().
Definition at line 132 of file gameManager.h.
Referenced by menuGBottom::gameTick(), gameTick(), resetGame(), and resetScores().
Definition at line 132 of file gameManager.h.
Referenced by menuGBottom::gameTick(), gameTick(), menuBottom::loadSRAM(), menuBottom::mainAction(), menuBottom::roundsNav(), menuBottom::sramLoadDefaults(), and menuBottom::sramLoadPrevVars().
the score that Player 1 has accumulated for this round
Definition at line 134 of file gameManager.h.
Referenced by gameTick(), playerDied(), resetGame(), and resetScores().
the score that Player 2 has accumulated for this round
Definition at line 136 of file gameManager.h.
Referenced by gameTick(), playerDied(), resetGame(), and resetScores().
soundData gameManager::bigSplash |
Definition at line 145 of file gameManager.h.
Referenced by main(), Player::playSplashEffect(), and wp_weasel_proj::updateSprite().
soundData gameManager::platformExplode |
Definition at line 145 of file gameManager.h.
Referenced by main(), Pickup::~Pickup(), and wp_gren_proj::~wp_gren_proj().
soundData gameManager::spawnPuff |
soundData gameManager::gotPickup |
soundData gameManager::teleport |
soundData gameManager::skullLoop |
soundData gameManager::skullPickup |
soundData gameManager::lightningHit |
Definition at line 145 of file gameManager.h.
Referenced by main(), and Player::play1000VHitEffect().
soundData gameManager::lightningLoop |
soundData gameManager::invisOn |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_invis::weaponFireAction().
soundData gameManager::invisOff |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_invis::weaponFireAction().
soundData gameManager::mineExp |
Definition at line 145 of file gameManager.h.
Referenced by main(), wp_mine_proj::~wp_mine_proj(), and wp_puck_proj::~wp_puck_proj().
soundData gameManager::mineDrop |
soundData gameManager::gunFire |
soundData gameManager::bootsJump |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_boot::weaponFireAction().
soundData gameManager::smallSplash |
Definition at line 145 of file gameManager.h.
Referenced by main(), wp_puck_proj::updateSprite(), wp_gren_proj::updateSprite(), and wp_boomerang_proj::updateSprite().
soundData gameManager::chutClose |
soundData gameManager::chutOpen |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_chut::weaponFireAction().
soundData gameManager::hookHit |
soundData gameManager::duncePickup |
soundData gameManager::magnetLoop |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_magnet::weaponFireAction().
soundData gameManager::netThrow |
soundData gameManager::bulletReflect |
soundData gameManager::boomerangLoop |
Definition at line 145 of file gameManager.h.
Referenced by main(), and wp_boomerang_proj::wp_boomerang_proj().
soundData gameManager::throwSound |
Definition at line 145 of file gameManager.h.
Referenced by main(), wp_puck::weaponFireAction(), and wp_gren::weaponFireAction().
soundData gameManager::weaselSounds[7] |
Definition at line 147 of file gameManager.h.
Referenced by main(), and wp_weasel_proj::playRandomSnarl().
spriteSet gameManager::player1Sprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), gameManager(), loadPlayer1SpriteSet(), refreshPalletes(), and resetGame().
spriteSet gameManager::player2Sprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), gameManager(), loadPlayer2SpriteSet(), refreshPalletes(), and resetGame().
spriteSet gameManager::tileSprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), drawMallow(), gameManager(), generateBricks(), generateRopes(), generateSpawners(), loadEnvSpriteSet(), and refreshPalletes().
spriteSet gameManager::pickupSprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), gameManager(), loadPickupSpriteSet(), Pickup::Pickup(), preloadGFX(), refreshPalletes(), wp_boomerang_proj::wp_boomerang_proj(), wp_gren_proj::wp_gren_proj(), and wp_puck_proj::wp_puck_proj().
spriteSet gameManager::FXSprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), wp_shield::equipAction(), gameManager(), loadFXSpriteSet(), Pickup::Pickup(), Player::play1000VHitEffect(), Player::playSplashEffect(), Player::playWarpEffect(), preloadGFX(), refreshPalletes(), resetGame(), wp_weasel_proj::updateSprite(), wp_puck_proj::updateSprite(), wp_gren_proj::updateSprite(), wp_boomerang_proj::updateSprite(), wp_net_proj::wp_net_proj(), wp_weasel_proj::wp_weasel_proj(), Pickup::~Pickup(), wp_gren_proj::~wp_gren_proj(), wp_mine_proj::~wp_mine_proj(), and wp_puck_proj::~wp_puck_proj().
spriteSet gameManager::dunceHatSprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), wp_dunce::equipAction(), gameManager(), loadDunceSpriteSet(), preloadGFX(), and refreshPalletes().
spriteSet gameManager::bootsSprite |
Definition at line 150 of file gameManager.h.
Referenced by clearOutSprites(), wp_boot::equipAction(), gameManager(), loadBootsSpriteSet(), preloadGFX(), and refreshPalletes().
Definition at line 151 of file gameManager.h.
Referenced by refreshPalletes(), and wp_1000V::weaponTick().
const short unsigned int* gameManager::player1000VPalleteData |
vector<pickupGraphics> gameManager::pickupGFX |
all the preloaded GFX that Pickups will hopefully need (maxPickups + 2)
Definition at line 169 of file gameManager.h.
Referenced by clearOutSprites(), getNextAvailablePickupGFXSet(), preloadGFX(), and unloadGFX().
u16 gameManager::spawnGFX[4] |
Definition at line 173 of file gameManager.h.
Referenced by Player::play1000VHitEffect(), Player::playSplashEffect(), Player::playWarpEffect(), preloadGFX(), resetGame(), unloadGFX(), wp_gren_proj::~wp_gren_proj(), wp_mine_proj::~wp_mine_proj(), and wp_puck_proj::~wp_puck_proj().
u16 gameManager::dunceGFX[2] |
Definition at line 174 of file gameManager.h.
Referenced by wp_dunce::equipAction(), preloadGFX(), and unloadGFX().
u16 gameManager::bootsGFX[2] |
Definition at line 175 of file gameManager.h.
Referenced by wp_boot::equipAction(), preloadGFX(), and unloadGFX().
the pickupSpawners that generate Pickups for the game
Definition at line 178 of file gameManager.h.
Referenced by menuGBottom::gameTick(), generateSpawners(), resetGame(), and menuGBottom::spawnPickup().
The Player who spawns on the left hand side of the battlefield.
Definition at line 180 of file gameManager.h.
Referenced by clearOutSprites(), Pickup::collidingWith(), wp_dunce::equipAction(), wp_boot::equipAction(), menuGBottom::gameTick(), gameTick(), Player::play1000VHitEffect(), playerDied(), playerDiedSilently(), playerDisintegrated(), playerLightningd(), playerMined(), playerPucked(), playerSank(), playerSkulled(), playerWeaseled(), Player::playSplashEffect(), Player::playWarpEffect(), resetGame(), wp_gren_proj::updateSprite(), Player::weaponChange(), wp_magnet::weaponFireAction(), wp_gun::weaponFireAction(), wp_gren_proj::~wp_gren_proj(), wp_mine_proj::~wp_mine_proj(), and wp_puck_proj::~wp_puck_proj().
The Player who spawns on the right hand side of the battlefield.
Definition at line 182 of file gameManager.h.
Referenced by clearOutSprites(), Pickup::collidingWith(), menuGBottom::gameTick(), gameTick(), Player::play1000VHitEffect(), playerDied(), playerDiedSilently(), playerDisintegrated(), playerLightningd(), playerMined(), playerPucked(), playerSank(), playerSkulled(), playerWeaseled(), resetGame(), wp_gren_proj::updateSprite(), wp_magnet::weaponFireAction(), and wp_gun::weaponFireAction().
vector<Pickup*> gameManager::pickups |
a vector of Pickups saves us from having to iterate through all actors to find them
Definition at line 184 of file gameManager.h.
Referenced by addPickup(), clearOutSprites(), removePickup(), and wp_magnet::weaponFireAction().
const u8 gameManager::MALLOWYPOS = 169 [static] |
the Y screen position (in pixels) to play splash effects at
Definition at line 198 of file gameManager.h.
Referenced by Player::playSplashEffect(), wp_weasel_proj::updateSprite(), wp_puck_proj::updateSprite(), wp_gren_proj::updateSprite(), and wp_boomerang_proj::updateSprite().
spriteManager which handles the top screen during frontend
Definition at line 200 of file gameManager.h.
Referenced by main().
spriteManager which handles the bottom screen during gameplay
Definition at line 202 of file gameManager.h.
Referenced by clearOutSprites(), gameTick(), isGamePaused(), main(), and resetGame().
spriteManager which handles the bottom screen during frontend
Definition at line 204 of file gameManager.h.
Referenced by gameTick(), main(), playerDied(), Player::playVictory(), preloadGFX(), and Player::weaponChange().
vector<u8> gameManager::pickupMask |
an array of Pickup IDs that are ok to use. These correspond to Pickup::pickupType.
Definition at line 206 of file gameManager.h.
Referenced by activate(), menuGBottom::gameTick(), menuBottom::mainAction(), and menuGBottom::spawnPickup().
the timer id of the main timer that is used to record Weapon time statistics
Definition at line 208 of file gameManager.h.
Referenced by menuGBottom::gameTick(), gameTick(), main(), Player::Player(), and Player::weaponChange().
s8 gameManager::gameEndTimer [private] |
count down from here (in ticks) when round ends, then reset
Definition at line 212 of file gameManager.h.
Referenced by activate(), gameTick(), and playerDied().
u8 gameManager::roundNumber [private] |
the number of the round that is currently being played
Definition at line 214 of file gameManager.h.
Referenced by resetGame(), and resetScores().
const u8 gameManager::ROUNDENDTIMEOUT = 60 [static, private] |
time in frames that the round will restart after a Player is killed
Definition at line 216 of file gameManager.h.
Referenced by gameTick(), and playerDied().
bool gameManager::pauseSpawning [private] |
Set to true to stop Pickups from spawning. Pickups shouldn't spawn when the round is over, as a safety measure.
Definition at line 218 of file gameManager.h.
Referenced by allowPickupSpawning(), and gameTick().