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Copy pathMU_declaration.h
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336 lines (293 loc) · 9.81 KB
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#pragma once
#include <random>
#include <time.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include "json/json.h"
#define MU_WINDOW_WIDTH 800
#define MU_WINDOW_HEIGHT 600
namespace musnake {
enum MusnakeState {
MU_STATE_OVER,
MU_STATE_RUNNING,
MU_STATE_GAMING,
};
enum GameState {
MU_GAME_STATE_RUNNING,
MU_GAME_STATE_LOADING,
MU_GAME_STATE_PAUSED,
MU_GAME_STATE_OVER,
MU_GAME_STATE_END
};
enum GameKeyType {
MU_KEY_UP,
MU_KEY_DOWN,
MU_KEY_LEFT,
MU_KEY_RIGHT
};
enum SnakeFlameIndex {
MU_SNAKE_FLAME_HEAD_UP,
MU_SNAKE_FLAME_HEAD_RIGHT,
MU_SNAKE_FLAME_HEAD_DOWN,
MU_SNAKE_FLAME_HEAD_LEFT,
MU_SNAKE_FLAME_TAIL_UP,
MU_SNAKE_FLAME_TAIL_RIGHT,
MU_SNAKE_FLAME_TAIL_DOWN,
MU_SNAKE_FLAME_TAIL_LEFT,
MU_SNAKE_FLAME_BODY_UPDOWN,
MU_SNAKE_FLAME_BODY_RIGHTLEFT,
MU_SNAKE_FLAME_BODY_UPRIGHT,
MU_SNAKE_FLAME_BODY_RIGHTDOWN,
MU_SNAKE_FLAME_BODY_DOWNLEFT,
MU_SNAKE_FLAME_BODY_UPLEFT,
MU_SNAKE_FLAME_HEAD_0toUP,
MU_SNAKE_FLAME_HEAD_UPtoRIGHT,
MU_SNAKE_FLAME_HEAD_UPtoDOWN,
MU_SNAKE_FLAME_HEAD_UPtoLEFT,
MU_SNAKE_FLAME_HEAD_0toRIGHT,
MU_SNAKE_FLAME_HEAD_RIGHTtoUP,
MU_SNAKE_FLAME_HEAD_RIGHTtoDOWN,
MU_SNAKE_FLAME_HEAD_RIGHTtoLEFT,
MU_SNAKE_FLAME_HEAD_0toDOWN,
MU_SNAKE_FLAME_HEAD_DOWNtoUP,
MU_SNAKE_FLAME_HEAD_DOWNtoRIGHT,
MU_SNAKE_FLAME_HEAD_DOWNtoLEFT,
MU_SNAKE_FLAME_HEAD_0toLEFT,
MU_SNAKE_FLAME_HEAD_LEFTtoUP,
MU_SNAKE_FLAME_HEAD_LEFTtoRIGHT,
MU_SNAKE_FLAME_HEAD_LEFTtoDOWN,
MU_SNAKE_FLAME_TAIL_UPshake,
MU_SNAKE_FLAME_TAIL_UPto0,
MU_SNAKE_FLAME_TAIL_RIGHTtoUP,
MU_SNAKE_FLAME_TAIL_DOWNtoUP,
MU_SNAKE_FLAME_TAIL_LEFTtoUP,
MU_SNAKE_FLAME_TAIL_RIGHTshake,
MU_SNAKE_FLAME_TAIL_RIGHTto0,
MU_SNAKE_FLAME_TAIL_UPtoRIGHT,
MU_SNAKE_FLAME_TAIL_DOWNtoRIGHT,
MU_SNAKE_FLAME_TAIL_LEFTtoRIGHT,
MU_SNAKE_FLAME_TAIL_DOWNshake,
MU_SNAKE_FLAME_TAIL_DOWNto0,
MU_SNAKE_FLAME_TAIL_UPtoDOWN,
MU_SNAKE_FLAME_TAIL_RIGHTtoDOWN,
MU_SNAKE_FLAME_TAIL_LEFTtoDOWN,
MU_SNAKE_FLAME_TAIL_LEFTshake,
MU_SNAKE_FLAME_TAIL_LEFTto0,
MU_SNAKE_FLAME_TAIL_UPtoLEFT,
MU_SNAKE_FLAME_TAIL_RIGHTtoLEFT,
MU_SNAKE_FLAME_TAIL_DOWNtoLEFT,
};
enum GridObjectType {
MU_GRID_OBJECT_TYPE_DARK = -1,
MU_GRID_OBJECT_TYPE_EMPTY = 0,
MU_GRID_OBJECT_TYPE_SNAKE,
MU_GRID_OBJECT_TYPE_BLOCK,
MU_GRID_OBJECT_TYPE_FOOD,
MU_GRID_OBJECT_TYPE_NONE,
};
enum SnakeDirect {
MU_SNAKE_DIRECT_NONE = -1,
MU_SNAKE_DIRECT_UP = 0,
MU_SNAKE_DIRECT_RIGHT,
MU_SNAKE_DIRECT_DOWN,
MU_SNAKE_DIRECT_LEFT
};
enum LoadingIndex {
MU_LOAD_PUBLIC,
MU_LOAD_TITLE,
MU_LOAD_MENU,
MU_LOAD_CONFIG,
MU_LOAD_GAME
};
enum MusicChannel {
MU_MUSIC_CHANNEL_BGM,
MU_MUSIC_CHANNEL_SE
};
class Flame;
class Element;
class Snake;
class Grid;
class Food;
class Game;
typedef struct _DelayFunc {
void (*func)(unsigned long);
unsigned long arg;
long long time;
struct _DelayFunc* next;
}DelayFunc;
typedef struct _Level {
char id[4]; // 最多3位ID号,用来确定路径
int index;
int timev; // 总时间ms
int interval;
Mix_Chunk* sample; // 预览歌
Flame* cover; // 封面
Flame* nameFlm;
Flame* byFlm;
Flame* timeFlm;
Flame* bestFlm;
struct _LevelClass* myClass;
struct _Level* prev;
struct _Level* next;
}Level;
typedef struct _LevelClass {
int index;
Level* levels;
Flame* nameFlm;
struct _LevelClass* prev;
struct _LevelClass* next;
}LevelClass;
typedef struct _Toast {
musnake::Flame* flame;
int pre;
int duration;
int x;
int y;
}Toast;
const char* keyName[4] = { "up", "down", "left", "right" };
SDL_Rect musnakeRect = { 0,0,MU_WINDOW_WIDTH,MU_WINDOW_HEIGHT };
SDL_Point musnakeCenterPoint = { MU_WINDOW_WIDTH / 2, MU_WINDOW_HEIGHT / 2 };
SDL_Renderer* musnakeRender = nullptr;
SDL_Window* musnakeWindow = nullptr;
std::default_random_engine Rander((unsigned int)time(NULL)); // 随机数生成器
Mix_Chunk* titleBGM = nullptr;
Mix_Chunk* configBGM = nullptr;
Mix_Chunk* gamewinBGM = nullptr;
Mix_Chunk* gameloseBGM = nullptr;
Mix_Chunk* gameHurtSe = nullptr;
Mix_Chunk* gameEatSe = nullptr;
Flame* snakeFlame[50] = { nullptr };
Flame* gridFlame = nullptr;
Flame* gridDarkFlame = nullptr;
Flame* gridBlockFlame = nullptr;
Flame* gridWaterFlame = nullptr;
Flame* foodFlame[3] = { nullptr };
Flame* foodPointerFlame[3][2] = { nullptr };
Flame* hpFlame[3][2] = { nullptr };
Flame* notesignFlame[3] = { nullptr };
Flame* titleBGFlame = nullptr;
Flame* titleLBGFlame = nullptr;
Flame* titleRBGFlame = nullptr;
Flame* titleMusnakeFlame = nullptr;
Flame* titleAuthorFlame = nullptr;
Flame* configFGMask = nullptr;
Flame* gamePauseBGMask = nullptr;
Flame* gamePauseTitleFlame = nullptr;
Flame* gamewinBGFlame = nullptr;
Flame* gamewinNewBestFlame = nullptr;
Flame* gameloseBGFlame = nullptr;
Flame* gameloseFGFlame = nullptr;
Flame* configSetKeyFlame = nullptr;
Flame* configSetDeltaFlame = nullptr;
Flame* configSetPointerFlame = nullptr;
Flame* titleEnterButtonFlame = nullptr;
Flame* menuBackButtonFlame = nullptr;
Flame* menuUpButtonFlame = nullptr;
Flame* menuDownButtonFlame = nullptr;
Flame* menuPlayButtonFlame = nullptr;
Flame* menuConfigButtonFlame = nullptr;
Flame* menuClassButtonFlame = nullptr;
Flame* configBackButtonFlame = nullptr;
Flame* configOKButtonFlame = nullptr;
Flame* configTutorialButtonFlame = nullptr;
Flame* configDeleteButtonFlame = nullptr;
Flame* gamePauseBackButtonLFlame = nullptr;
Flame* gamePauseUpButtonFlame = nullptr;
Flame* gamePauseDownButtonFlame = nullptr;
Flame* gamePauseResumeButtonFlame[2] = { nullptr };
Flame* gamePauseRetryButtonFlame[2] = { nullptr };
Flame* gamePauseBackButtonFlame[2] = { nullptr };
Flame* gameOverBackButtonFlame = nullptr;
Flame* gameOverOKButtonFlame = nullptr;
Flame* gameOverRetryButtonFlame = nullptr;
Flame* text_Best_Flame = nullptr;
Flame* text_KeyConf_Flame = nullptr;
Flame* text_DeltaConf_Flame = nullptr;
Flame* text_DeleteData_Flame = nullptr;
Flame* text_Tutorial_Flame = nullptr;
Flame* text_DeltaValue_Flame = nullptr;
Flame* text_Score_Flame = nullptr;
Flame* text_TotalScore_Flame = nullptr;
Flame* text_TotalLength_Flame = nullptr;
Flame* text_Hits_Flame = nullptr;
Flame* numberTotalFlame[10] = { nullptr };
Flame* numberScoreFlame[10] = { nullptr };
Flame* numberHitsFlame[10] = { nullptr };
Flame* numberFPSFlame[10] = { nullptr };
Flame* numberConfigDeltaFlame[11] = { nullptr };
Flame* rankFlame[7] = { nullptr }; // SSS SS S A B C D
TTF_Font* titleMusnakeFont = nullptr; // 标题,游戏名的字体
TTF_Font* titleAuthorFont = nullptr; // 标题下角的作者名字体
TTF_Font* menuClassNameFont = nullptr; // 菜单处分区名字体
TTF_Font* menuSongnameFont = nullptr; // 菜单处歌名字体
TTF_Font* menuSongnameSmallFont = nullptr;
TTF_Font* menuSongbyFont = nullptr; // 菜单处的作者字体
TTF_Font* menuSongbySmallFont = nullptr;
TTF_Font* menuSongtimeFont = nullptr; // 菜单处歌曲时长字体
TTF_Font* menuSongBestTextFont = nullptr; // 菜单处最高纪录文字
TTF_Font* menuSongBestDataFont = nullptr; // 菜单处最高纪录数据
TTF_Font* configSettingFont = nullptr; // 设置页各分项标签字体
TTF_Font* configKeyFont = nullptr; // 设置页按键设置 按键字体
TTF_Font* configLabelFont = nullptr; // 设置页面偏移值提示文字字体
TTF_Font* gameScorelabelFont = nullptr; // 游戏时分数提示文字字体
TTF_Font* gameCombolabelFont = nullptr; // 游戏时连击提示文字字体
TTF_Font* gameToastFont = nullptr; // 游戏中Toast文字字体
TTF_Font* gamePauseTitleFont = nullptr; // 游戏暂停标题字体
TTF_Font* gameWinScorelabelFont = nullptr; // 游戏通关得分提示文字字体
TTF_Font* gameWinLengthlabelFont = nullptr; // 游戏通关蛇长提示字体
TTF_Font* gameWinNewBestFont = nullptr; // 游戏通关后新纪录字体
TTF_Font* numberTotalFont = nullptr;
TTF_Font* numberScoreFont = nullptr;
TTF_Font* numberHitsFont = nullptr;
TTF_Font* numberFPSFont = nullptr;
TTF_Font* numberConfigDeltaFont = nullptr;
LevelClass* levelClasses = nullptr;
Level* bonusTutorialLevel = nullptr;
Level* bonusInfoLevel = nullptr;
Json::Value userData;
Json::Value levelData;
int noteDelta = 0; // 节奏偏移
SDL_Keycode musnakeKey[4] = { 0 };
Flame* configKeyFlame[4] = { nullptr };
unsigned long fps = 0;
int musnakeState;
bool loadingList[5] = { false };
Game* thisGame = nullptr; // 当前进行中的游戏对象(鱼,好大的鱼,虎纹鲨鱼……)
void initPath(char* path);
void catPath(char* dest, char* relative);
void loadFonts();
void loadLevels();
void loadForLevel(Level* lp);
void loadForClass(LevelClass* clp);
void unloadForLevel(Level* lp);
void unloadForClass(LevelClass* clp);
void loadForPublic();
void loadForTitle();
void loadForMenu();
void loadForConfig();
void loadForGame();
void unloadForPublic();
void unloadForTitle();
void unloadForMenu();
void unloadForConfig();
void unloadForGame();
Flame* loadFlameFromFile(char* relapath);
Flame* loadFlameForText(TTF_Font* font, char* text, SDL_Color* color);
Flame* loadFlameForUTF8(TTF_Font* font, char* text, SDL_Color* color);
void drawNumber(Flame** flames, int num, int x, int y);
void drawNumber_Centered(Flame** flames, int num, int x, int y);
inline unsigned long long updateTime();
inline unsigned long long getTimeVal();
inline unsigned long getTimeDelta();
void addDelayFunc(DelayFunc** list, void (*func)(unsigned long), unsigned long arg, long long delay);
int removeDelayFuncByFuncArg(DelayFunc** list, void(*func)(unsigned long), unsigned long arg);
void triggerDelayFunc(DelayFunc** list);
void clearDelayFunc(DelayFunc** list);
void loadUserData();
void updateUserScore(char* levelId, int rank, int score, int length);
void updateUserKeySetting(int keyType, SDL_Keycode keyCode);
void emptyUserData();
void flushUserData();
inline void parseRankStr(char* str, int rankv);
inline void updateLevelBestFlame(Level* lp);
}