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ShotCountDown.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <graph/ShotCountDown.h>
#include <client/ScorchedClient.h>
#include <client/ClientState.h>
#include <common/OptionsScorched.h>
#include <common/DefinesString.h>
#include <GLEXT/GLViewPort.h>
#include <GLW/GLWFont.h>
#include <GLW/GLWidget.h>

ShotCountDown *ShotCountDown::instance_ = 0;

ShotCountDown *ShotCountDown::instance()
{
	if (!instance_)
	{
		instance_ = new ShotCountDown;
	}
	return instance_;
}

ShotCountDown::ShotCountDown() : 
	GameStateI("ShotCountDown"),
	counter_(0.0f), blinkTimer_(0.0f), 
	showTime_(true), timerOff_(true)
{
}

ShotCountDown::~ShotCountDown()
{
}

void ShotCountDown::reset(float time)
{
	timerOff_ = (time == 0.0f);
	counter_ = time;
	blinkTimer_ = 0.0f;
	showTime_ = true;
}

void ShotCountDown::simulate(const unsigned state, float simTime)
{
	counter_ -= simTime;
	blinkTimer_ += simTime;

	if (blinkTimer_ > 0.25f)
	{
		if (counter_ < 5.0f)
		{
			showTime_ = !showTime_;
		}
		blinkTimer_ = 0.0f;
	}
}

void ShotCountDown::draw(const unsigned currentstate)
{
	if (timerOff_) return;

	// The remaining time for this shot
	int timeLeft = (int) counter_;

	// Split into seconds and minutes
	div_t split = div(timeLeft, 60);

	GLState state(GLState::BLEND_ON | GLState::TEXTURE_OFF | GLState::DEPTH_OFF); 

	static Vector fontColor;
	fontColor = Vector(0.7f, 0.7f, 0.2f);
	if (timeLeft <= 5)
	{
		fontColor = Vector(0.7f, 0.0f, 0.0f);
	}

	const char *format = "%02i:%02i";
	if (timeLeft < 0) format = "--:--";

	float width = 0.0f;
	if (currentstate == ClientState::StateWait)
	{
		width = GLWFont::instance()->getGameFont()->getWidth(10,
			formatString(format, 
			split.quot,
			split.rem));	
	}
	else 
	{
		width = GLWFont::instance()->getGameFont()->getWidth(20,
			formatString(format, 
			split.quot,
			split.rem));	
	}

	float wHeight = (float) GLViewPort::getHeight();
	float wWidth = (float) GLViewPort::getWidth();
	if (currentstate == ClientState::StateWait)
	{
		static Vector green(0.2f, 0.7f, 0.2f);
		GLWFont::instance()->getGameFont()->draw(
			green, 10, (wWidth/2.0f) - (width / 2), 
			wHeight - 50.0f, 0.0f, 
			formatString(format, 
			split.quot,
			split.rem));	
	}
	else if (showTime_)
	{
		GLWFont::instance()->getGameFont()->draw(
			fontColor, 20, (wWidth/2.0f) - (width / 2),
			wHeight - 50.0f, 0.0f, 
			formatString(format, 
			split.quot,
			split.rem));
	}
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h