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StoryMode.hpp
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StoryMode.hpp
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#pragma once
/*
* StoryMode implements a story about The Planet of Choices.
*
*/
#include "Mode.hpp"
#include "Sound.hpp"
#include "Part.hpp"
#include "Empty.hpp"
#include "Chef.hpp"
#include "Ground.hpp"
#include "Goal.hpp"
#include "Npc.hpp"
#include "Ingredient.hpp"
#include "Dish.hpp"
#include "DrawSprites.hpp"
#include "Sprite.hpp"
#include <string>
#include <map>
#include <vector>
typedef struct {
std::vector<ingredient_type> ingredients;
std::vector<bool> show;
dish_type dish;
int cost;
} Recipe;
struct StoryMode : Mode {
StoryMode();
virtual ~StoryMode();
virtual bool handle_event(SDL_Event const &, glm::uvec2 const &window_size) override;
virtual void update(float elapsed) override;
virtual void draw(glm::uvec2 const &drawable_size) override;
void restart(StoryMode* mode);
//called to create menu for current scene:
void enter_scene(float elapsed);
enum {
mainmenu,
website,
credit,
gamescene
} location = mainmenu;
bool collision(glm::vec2 pos1, glm::vec2 radius1, glm::vec2 pos2, glm::vec2 radius2);
void resolve_collision(glm::vec2 &position, glm::vec2 radius,
glm::vec2 box, glm::vec2 box_radius, glm::vec2 &velocity);
void draw_instruction(DrawSprites& draw);
void draw_tmp_instruction(DrawSprites& draw);
void draw_recipe(DrawSprites& draw);
void draw_pot(DrawSprites& draw);
//------ constants ---------
const std::vector<glm::vec2> backpack_pos = {{335, 710}, {390, 710},
{445, 710}, {500, 710}, {555, 710}};
const std::vector<glm::vec2> dishes_pos = {{670, 710}, {725, 710}};
//------ story state -------
enum {
Walking,
Cooking
} game_mode = Walking;
std::vector<std::vector<Part*>> parts;
std::vector<Npc*> npcs;
Chef player;
std::vector<ingredient_type> backpack;
std::vector<dish_type> dishes;
std::vector<ingredient_type> pots;
float pot_time_left = 0;
dish_type pot_dish;
float timepoint = 0.f;
float curt_time, last_time, power_time;
std::unordered_map<ingredient_type, Sprite> ingredient_map;
std::unordered_map<dish_type, Sprite> dish_map;
std::unordered_map<dish_type, int> health_map=
{{Dish1,5},{Dish2,3},{Dish3,2},{Dish4,4}, {Dish5,4}, {Dish6,5}, {Dish7, 3}, {Dish8, 6}, {Dish9, 6}, {Dish0,-1}};
// 1 => unlock a recipe, 2 => big jump
std::unordered_map<dish_type, int> power_map={{Dish1,1}, {Dish2,2}, {Dish5, 2}, {Dish6, 1}, {Dish8,1}, {Dish9, 2}};
// std::unordered_map<dish_type, int> npc_map=
//Current control signals:
struct {
bool left = false;
bool right = false;
bool up = false;
bool down = false;
} controls;
glm::vec2 view_min = glm::vec2(0,0);
glm::vec2 view_max = glm::vec2(1024, 768);
bool proto_cook = false;
bool winning = false, lose = false, winned=false;
float jump_interval = 0.f;
bool jumping = false;
std::vector<Recipe> recipes = {
{{Item11, Item2}, {true, true}, Dish2, 5}, // bread, sausage => hot dog
{{Item4, Item5, Item8}, {true, true, true}, Dish3, 5}, // apple, dragon fruit,tamato => juice
{{Item6, Item7, Item9}, {true, true, false}, Dish3, 5}, // grape, orange, kiwi => juice
{{Item1, Item2, Item3}, {true, true, false}, Dish1, 5}, // flour, sausage, pepper => pizza
{{Item12, Item15, Item14}, {true, true, true}, Dish4, 5}, // broccoli, egg, avocado => salad
{{Item12, Item15, Item8}, {true, true, false}, Dish4, 5}, // broccoli, egg, tomato => salad
{{Item16, Item17, Item3}, {true, true, false}, Dish5, 5}, // twig, meat, pepper => bbq
{{Item18, Item17, Item19}, {true, false, false}, Dish6, 5}, // mushroom, meat, onion => steak
{{Item19, Item21}, {true, false}, Dish7, 5}, // onion, water => onion soup
{{Item21, Item20, Item10}, {true, false, false}, Dish8, 5}, // water, fish, lemon => steamed fish
{{Item15, Item22, Item7}, {false, false, false}, Dish9, 5}, // egg, milk, orange => orange ice cream
};
Recipe *cooking_recipe; // Currently cooked recipe
dish_type cooking_dish; // Currently cooked recipe
std::unordered_map<ingredient_type, int> ingre_cost = {
{Item1, 1}, // flour
{Item2, 2}, // sausage
{Item3, 1}, // pepper
{Item4, 0}, // apple
{Item5, 0}, // dragon fruit
{Item6, 0}, // grape
{Item7, 0}, // orange
{Item8, 0}, // tomato
{Item9, 0}, // kiwi
{Item10, 1}, // lemon
{Item11, 1}, // bread
{Item12, 1}, // broccoli
{Item13, 1}, // almond
{Item14, 0}, // avocado
{Item15, 1}, // egg
{Item16, 1}, // twig
{Item17, 2}, // meat
{Item18, 1}, // mushroom
{Item19, 0}, // onion
{Item20, 2}, // fish
{Item21, 0}, // water
{Item22, 3}, // milk
};
bool dish_drag = false, ingre_drag = false, drag_from_backpack;
dish_type dragged_dish; // Currently dragged dish
bool show_instruction = true, show_recipe = false, show_pot = false;
bool NPC_instruction = false;
bool COOK_instruction = false;
float tmp_instruction_time = 0.0f;
std::string tmp_instruction;
glm::vec2 dish_drag_pos = glm::vec2(0,0);
glm::vec2 ingre_drag_pos = glm::vec2(0,0);
glm::vec2 drag_offset = glm::vec2(0,0);
ingredient_type dragging_ingre_type;
//-----draw position ----
int draw_width=768;
int draw_length=1024;
glm::vec2 health_pos = glm::vec2(68.0f, 724.0f);
int item_size=48;
int item_inteval=55;
int item_num=5;
int item_start_x=335;
int item_start_y=10;
int dish_num=2;
int dish_start_x=670;
int dish_start_y=10;
int pot_x=845;
int pot_y=10;
int recipe_x=785;
int recipe_y=10;
int garbage_x=905;
int garbage_y=10;
int help_x=965;
int help_y=10;
float stealcd=0;
int scene_num = 0, scene_target = 0;
float scene_transition = 10.f;
int restarting = 0;
// backup state
Chef player_b;
std::vector<ingredient_type> backpack_b;
std::vector<dish_type> dishes_b;
std::vector<ingredient_type> pots_b;
std::unordered_map<dish_type, int> power_map_b={{Dish1,1},{Dish2,2}};
std::unordered_map<Npc*, Npc> npcs_b;
void save_state(StoryMode* mode);
void load_state(StoryMode* mode);
//------ background music -------
std::shared_ptr< Sound::PlayingSample > background_music;
};