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uscreens.pas
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1237 lines (1099 loc) · 37.4 KB
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(******************************************************************************)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* This file is part of FPC_Atomic *)
(* *)
(* See the file license.md, located under: *)
(* https://github.com/PascalCorpsman/Software_Licenses/blob/main/license.md *)
(* for details about the license. *)
(* *)
(* It is not allowed to change or remove this text from any *)
(* source file of the project. *)
(* *)
(******************************************************************************)
Unit uscreens;
{$MODE ObjFPC}{$H+}
Interface
{$I globaldefines.inc}
Uses
Classes, SysUtils, controls, uatomic_common, uopengl_animation, uatomic_field;
Type
(*
* Im MainMenu die diversen Screens
*)
TScreenEnum = (
sMainScreen // Hauptscreen
//, sSinglePlayer -- ??
, sHost // Den Gibt es gar nicht, der wird direkt auf den sJoinNetwork umgeleitet
, sJoinNetwork // Alle Spieler gehen zusammen in das Spiel rein
, sPlayerSetupRequest // Anfrage zum Wechsel in sPlayerSetup
, sPlayerSetup // Die Spieler dürfen sich ihre Farben "aussuchen"
, sEditFieldSetupRequest // Anfrage zum Einstellen der Field einstellungen
, sEditFieldSetup // Der Master stellt die eigenschaften des fields ein
, sDrawGame // Der Screen der Angezeigt wird wenn ein Unentschieden gespielt wurde
, sMatchStatistik // Der Screen der die Match Statistik anzeigt
, sVictory // Der Screen der das Wer hat gewonnen bild anzeigt
, sOptions // Der Optionen Dialog
//, sOnlineManual -- ??
, sExitBomberman // byby
);
{ TScreen }
TScreen = Class
private
fOwner: TObject;
fBackFile: String;
fBackTex: Integer; // OpenGL Pointer der fBackFile
fSoundFile: String;
fSoundExitScreen: String;
fCursorFile: String;
public
PlayerIsFirst: Boolean; // Global Verfügbar, True, wenn der Spieler "Spieler 1" ist !
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); virtual;
Procedure OnMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); virtual;
Constructor Create(Owner: TObject); virtual;
Destructor Destroy(); override;
Procedure Render; virtual;
Procedure LoadFromDisk(ResPath: String); virtual;
Procedure Reset; virtual; // Abstract
Procedure StartPLaySong(); virtual;
End;
{ TMainMenu }
TMainMenu = Class(TScreen)
private
fCursor: TOpenGL_Animation;
fCursorPos: integer; // Position der "Bombe" in Menüpunkten
public
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Procedure OnMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); override;
Constructor Create(Owner: TObject); override;
Destructor Destroy(); override;
Procedure LoadFromDisk(ResPath: String); override;
Procedure Render; override;
Procedure Reset; override;
End;
{ TJoinMenu }
TJoinMenu = Class(TScreen)
private
fPlayerInfoString: String; // Die Spieler die Gerade auch eingewählt sind.
public
Connected: Boolean;
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Constructor Create(Owner: TObject); override;
Procedure LoadPlayerdata(Const PlayerData: Array Of TPlayer);
Procedure Render; override;
Procedure Reset; override;
End;
{ TPlayerSetupMenu }
TPlayerSetupMenu = Class(TScreen)
private
fcursorTex: integer;
fCursorPos: integer; // Position des "Kopfes" in Menüpunkten
fPlayerDetails: Array[0..length(PlayerColors) - 1] Of Record
Team: Integer;
PlayerData: String;
End;
public
TeamPlay: Boolean; // True = Anzeigen der Spielerfarben als Team wird via "miSwitchToPlayerSetup" gesetzt
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
// TODO: Maus Support
Constructor Create(Owner: TObject); override;
Procedure LoadScheme(Const Scheme: TScheme); // Wird via miUpdateScheme gesetzt
Procedure LoadPlayerdata(Const PlayerData: TPlayers; Uid: Integer); // wird via TAtomic.SwitchToScreen gesetzt
Procedure LoadFromDisk(ResPath: String); override;
Procedure Render; override;
Procedure Reset; override;
End;
{ TFieldSetupMenu }
TFieldSetupMenu = Class(TScreen)
private
fCursorPos: integer;
fcursorTex: Integer;
public
MasterPlayerName: String;
ActualField: TAtomicField;
LastWinsToWinMatch: Integer;
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Constructor Create(Owner: TObject); override;
Procedure LoadFromDisk(ResPath: String); override;
Procedure Render; override;
Procedure Reset; override;
End;
{ TDrawGameMenu }
TDrawGameMenu = Class(TScreen)
private
public
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Constructor Create(Owner: TObject); override;
Procedure Reset; override;
End;
{ TMatchStatistikMenu }
TMatchStatistikMenu = Class(TScreen)
private
fPlayers: TPlayers;
public
Victor: TVictor;
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Procedure LoadPlayerdata(Const PlayerData: TPlayers);
Constructor Create(Owner: TObject); override;
Procedure Render; override;
End;
{ TVictoryMenu }
TVictoryMenu = Class(TScreen)
private
fbackGrounds: Array[TVictor] Of Integer;
public
Victor: TVictor;
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Procedure LoadFromDisk(ResPath: String); override;
Procedure Render; override;
Constructor Create(Owner: TObject); override;
End;
{ TOptionsMenu }
TOptionsMenu = Class(TScreen)
private
fcursorTex: integer;
fCursorPos: integer; // Position des "Kopfes" in Menüpunkten
public
Procedure OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState); override;
Procedure OnMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); override;
Constructor Create(Owner: TObject); override;
Procedure LoadFromDisk(ResPath: String); override;
Procedure Render; override;
Procedure Reset; override;
End;
Implementation
Uses LCLType, Math, Graphics, Dialogs, forms, StdCtrls, fileutil, StrUtils
, dglOpenGL
, Unit1
, uopengl_graphikengine
, uatomicfont
, uvectormath
, ugraphics
, ugame
, ukeyboarddialog
;
Type
{ TSchemQuestionForm }
TSchemQuestionForm = Class(TForm)
Procedure FormButton1Click(Sender: TObject);
Procedure FormShow(Sender: Tobject);
Procedure ListboxKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState);
private
Listbox1: TListbox;
Button1: TButton;
public
Procedure LoadSchemes(SelectedScheme: String);
// Weil die Form keine Ressource hat, muss sie mittels CreateNew erzeugt werden, was auch immer das für einen unterschied macht ...
Constructor CreateNew(AOwner: TComponent; Num: Integer = 0); override;
End;
{ TJoinQuestionForm }
TJoinQuestionForm = Class(TForm)
private
Edit1: TEdit;
Edit2: TEdit;
Label1: TLabel;
Label2: TLabel;
Button1: TButton;
Button2: TButton;
public
Constructor CreateNew(AOwner: TComponent; Num: Integer = 0); override;
End;
{ TJoinQuestionForm }
Constructor TJoinQuestionForm.CreateNew(AOwner: TComponent; Num: Integer);
Begin
Inherited CreateNew(AOwner, Num);
caption := 'Enter IP-Settings';
width := 312;
height := 163;
Position := poScreenCenter;
Constraints.MaxWidth := Width;
Constraints.MinWidth := Width;
Constraints.MaxHeight := Height;
Constraints.MinHeight := Height;
Edit1 := TEdit.Create(self);
edit1.name := 'Edit1';
edit1.Parent := self;
edit1.Top := 32;
edit1.Left := 16;
edit1.Width := 288;
edit1.Text := '127.0.0.1';
Edit2 := TEdit.Create(self);
edit2.name := 'Edit2';
edit2.Parent := self;
edit2.Top := 88;
edit2.Left := 16;
edit2.Width := 288;
edit2.Text := '9876';
label1 := TLabel.Create(self);
label1.Name := 'Label1';
label1.Parent := self;
label1.caption := 'IP';
label1.top := 8;
label1.Left := 8;
label2 := TLabel.Create(self);
label2.Name := 'Label2';
label2.Parent := self;
label2.caption := 'Port';
label2.top := 64;
label2.Left := 8;
Button1 := TButton.Create(self);
Button1.Name := 'Button1';
Button1.Parent := self;
Button1.caption := 'OK';
Button1.ModalResult := mrOK;
Button1.Top := 128;
Button1.Left := 229;
Button2 := TButton.Create(self);
Button2.Name := 'Button2';
Button2.Parent := self;
Button2.caption := 'Cancel';
Button2.ModalResult := mrCancel;
Button2.Top := 128;
Button2.Left := 16;
End;
{ TVictoryMenu }
Procedure TVictoryMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If (key = VK_RETURN) Or (key = VK_ESCAPE) Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
TGame(fOwner).SwitchToScreen(sMainScreen);
End;
End;
Procedure TVictoryMenu.LoadFromDisk(ResPath: String);
Begin
Inherited LoadFromDisk(ResPath);
fbackGrounds[vWhiteTeam] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'team0.png', smStretch);
fbackGrounds[vRedTeam] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'team1.png', smStretch);
fbackGrounds[vCol0] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory0.png', smStretch);
fbackGrounds[vCol1] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory1.png', smStretch);
fbackGrounds[vCol2] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory2.png', smStretch);
fbackGrounds[vCol3] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory3.png', smStretch);
fbackGrounds[vCol4] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory4.png', smStretch);
fbackGrounds[vCol5] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory5.png', smStretch);
fbackGrounds[vCol6] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory6.png', smStretch);
fbackGrounds[vCol7] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory7.png', smStretch);
fbackGrounds[vCol8] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory8.png', smStretch);
fbackGrounds[vCol9] := OpenGL_GraphikEngine.LoadGraphik(ResPath + 'victory9.png', smStretch);
End;
Procedure TVictoryMenu.Render;
Begin
fBackTex := fbackGrounds[Victor];
Inherited Render;
End;
Constructor TVictoryMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
fSoundFile := 'draw.wav';
End;
{ TMatchStatistikMenu }
Procedure TMatchStatistikMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = VK_ESCAPE Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
TGame(fOwner).SwitchToScreen(sMainScreen);
End;
If PlayerIsFirst Then Begin
If key = VK_RETURN Then Begin
TGame(fOwner).StartGame();
End;
End;
End;
Procedure TMatchStatistikMenu.LoadPlayerdata(Const PlayerData: TPlayers);
Begin
fPlayers := PlayerData;
End;
Constructor TMatchStatistikMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
fBackFile := 'results.png';
fSoundFile := 'draw.wav';
End;
Procedure TMatchStatistikMenu.Render;
Function VictorToString(Value: TVictor): String;
Var
index: integer;
Begin
Case Value Of
vRedTeam: result := 'Red Team';
vWhiteTeam: result := 'White Team';
Else Begin
index := integer(value) - integer(vCol0);
result := fPlayers[index].UserName;
If result = '' Then
result := 'Ai';
End;
End;
End;
Var
s, un: String;
i: Integer;
Begin
Inherited Render;
glpushmatrix();
glTranslatef(0, 0, atomic_Map_Layer + 0.5);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1, 1, 1, 1);
AtomicFont.BackColor := clBlack;
AtomicFont.Color := $00A8ADAB;
AtomicFont.Textout(150, 100, '(Match winner must score ' + inttostr(TGame(fOwner).Settings.LastWinsToWinMatch) + ' victories)');
s := 'Game Winner was ' + VictorToString(Victor) + ' !';
AtomicFont.BackColor := clBlack;
AtomicFont.Color := clwhite;
AtomicFont.Textout(150, 150, s);
glPushMatrix;
glTranslatef(130, 200, 0);
For i := 0 To high(fPlayers) Do Begin
If fPlayers[i].UID <> NoPlayer Then Begin
If i = 1 Then Begin
AtomicFont.BackColor := clWhite;
End
Else Begin
AtomicFont.BackColor := clBlack;
End;
AtomicFont.Color := AtomicPlayerColorToColor(PlayerColors[i]);
un := fPlayers[i].UserName;
If un = '' Then un := 'Ai';
un := PadRight(un, 20);
s := format('%s: score: %d (kills: %d)', [un, fPlayers[i].Score, fPlayers[i].Kills]);
AtomicFont.Textout(0, 0, s);
glTranslatef(0, 20, 0);
End;
End;
glPopMatrix;
AtomicFont.BackColor := clBlack; // Reset nach außen
glPopMatrix;
End;
{ TDrawGameMenu }
Procedure TDrawGameMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = VK_ESCAPE Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sMainScreen);
End;
If PlayerIsFirst Then Begin
If key = VK_RETURN Then Begin
TGame(fOwner).StartGame;
End;
End;
End;
Constructor TDrawGameMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
fBackFile := 'draw.png'; // WTF, warum geht das net als PNG ?
fSoundFile := 'draw.wav';
fCursorFile := '';
End;
Procedure TDrawGameMenu.Reset;
Begin
Inherited Reset;
End;
{ TSchemQuestionForm }
Constructor TSchemQuestionForm.CreateNew(AOwner: TComponent; Num: Integer);
Begin
Inherited CreateNew(AOwner, Num);
caption := 'Please select a scheme';
Width := 350;
height := 350;
FormStyle := fsSystemStayOnTop;
Constraints.MinHeight := height;
Constraints.MaxHeight := height;
Constraints.MinWidth := Width;
Constraints.MaxWidth := Width;
BorderIcons := [biSystemMenu];
position := poScreenCenter;
Button1 := TButton.Create(self);
button1.name := 'Button1';
Button1.Parent := self;
Button1.Align := alBottom;
button1.caption := 'OK';
button1.OnClick := @FormButton1Click;
Listbox1 := TListBox.Create(self);
Listbox1.Name := 'Listbox1';
Listbox1.Parent := self;
Listbox1.Align := alClient;
Listbox1.OnKeyDown := @ListboxKeyDown;
OnShow := @FormShow;
End;
Procedure TSchemQuestionForm.FormButton1Click(Sender: TObject);
Begin
If Listbox1.ItemIndex <> -1 Then Begin
ModalResult := mrOK;
End
Else Begin
ModalResult := mrCancel; // Anscheinend haben wir keine Scheme files, dann versuchen wir auch nicht sie zu speichern
End;
End;
Procedure TSchemQuestionForm.FormShow(Sender: Tobject);
Begin
Listbox1.SetFocus;
(*
* Die TopRow Eigenschaft darf erst gesetzt werden, wenn die Listbox dabei ist sich zu zeichnen
* im LoadSchemes geht das nicht ..
*)
If Listbox1.ItemIndex <> -1 Then Begin
Listbox1.TopIndex := Listbox1.ItemIndex;
End;
End;
Procedure TSchemQuestionForm.ListboxKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = VK_RETURN Then Begin
key := 0; // Den Key Löschen, da der Button1.Click das Formular Platt macht und der Key sonst in TScreen nochmal ausgewertet wird.
button1.Click;
End;
If key = VK_ESCAPE Then ModalResult := mrCancel;
End;
Procedure TSchemQuestionForm.LoadSchemes(SelectedScheme: String);
Var
p: String;
sl: TStringList;
i: Integer;
Begin
p := IncludeTrailingPathDelimiter(ExtractFilePath(ParamStr(0))) + 'data' + PathDelim + 'schemes';
sl := FindAllfiles(p, '*.sch', false);
Listbox1.Clear;
Listbox1.Sorted := true;
For i := 0 To sl.Count - 1 Do Begin
Listbox1.Items.Add(ExtractFileName(sl[i]));
End;
For i := 0 To Listbox1.Items.Count - 1 Do Begin
If lowercase(SelectedScheme) = lowercase(Listbox1.Items[i]) Then Begin
Listbox1.ItemIndex := i;
break;
End;
End;
sl.free;
End;
{ TFieldSetupMenu }
Procedure TFieldSetupMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = VK_ESCAPE Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
TGame(fOwner).SwitchToScreen(sMainScreen);
End;
If PlayerIsFirst Then Begin
If key = VK_RETURN Then Begin
TGame(fOwner).StartGame;
End;
If key = VK_DOWN Then Begin
fCursorPos := min(fCursorPos + 1, 1);
End;
If key = VK_UP Then Begin
fCursorPos := max(fCursorPos - 1, 0);
End;
If key = VK_LEFT Then Begin
Case fCursorPos Of
0: TGame(fOwner).UpdateSelectedField(-1);
1: TGame(fOwner).UpdateWinsToWin(-1);
End;
End;
If key = VK_Right Then Begin
Case fCursorPos Of
0: TGame(fOwner).UpdateSelectedField(1);
1: TGame(fOwner).UpdateWinsToWin(1);
End;
End;
End;
End;
Constructor TFieldSetupMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
ActualField := Nil;
fBackFile := 'fieldsetup.png'; // WTF, warum geht das net als PNG ?
fSoundFile := 'player_setup_sound.wav';
fCursorFile := 'options_cursor.png';
End;
Procedure TFieldSetupMenu.LoadFromDisk(ResPath: String);
Begin
Inherited LoadFromDisk(ResPath);
(*
* Neu Laden der Hintergrundgraphik mit Transparenz
*)
OpenGL_GraphikEngine.RemoveGraphik(fBackTex);
fBackTex := OpenGL_GraphikEngine.LoadAlphaColorGraphik(ResPath + fBackFile, ColorToRGB(clfuchsia), smStretchHard);
fcursorTex := OpenGL_GraphikEngine.LoadAlphaColorGraphik(ResPath + fCursorFile, ColorToRGB(clfuchsia), smStretch);
End;
Procedure TFieldSetupMenu.Render;
Begin
// Das Vorschaubild
glColor4f(1, 1, 1, 1);
// Der Eigentliche Hintergrund
glpushmatrix();
glAlphaFunc(GL_LESS, 0.5);
// Das ist ja eine Textur mit "Fenster" -> Also Alphatest mit an
glEnable(GL_ALPHA_TEST);
glTranslatef(0, 0, atomic_Map_Layer + 0.5);
RenderAlphaQuad(v2(320, 240), GameWidth, -GameHeight, 0, fBackTex);
gldisable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
glpopmatrix();
If assigned(ActualField) Then Begin
AtomicFont.Color := clwhite;
AtomicFont.BackColor := clBlack;
If ActualField.Name = '' Then Begin
AtomicFont.Textout(55, 176, 'Random Each Game');
End
Else Begin
AtomicFont.Textout(55, 176, ActualField.Name);
End;
End
Else Begin
AtomicFont.Color := clRed;
AtomicFont.BackColor := clBlack;
AtomicFont.Textout(55, 176, 'No Field informations...');
End;
AtomicFont.Color := clwhite;
AtomicFont.BackColor := clBlack;
AtomicFont.Textout(55, 176 + 28, inttostr(LastWinsToWinMatch) + ' Wins to win match');
If PlayerIsFirst Then Begin
glPushMatrix();
glTranslatef(20, 176 - 14 + 28 * fCursorPos, atomic_Map_Layer + 0.5 + atomic_EPSILON);
RenderAlphaQuad(point(16, 16), 32, -32, 0, fcursorTex);
glPopMatrix();
End
Else Begin
AtomicFont.Color := clYellow;
AtomicFont.BackColor := clBlack;
AtomicFont.Textout(45, 176 - 28 - 28, 'Wait until ' + MasterPlayerName + LineEnding + 'finished setup.');
End;
(*
* Das Eigentliche Kartenvorschau Fenster
*)
glpushmatrix();
glTranslatef(379, 33, 0); // Das Offset zum Vorschaufenster ;)
If assigned(ActualField) Then Begin
ActualField.RenderPreview;
End;
glpopmatrix();
End;
Procedure TFieldSetupMenu.Reset;
Begin
Inherited Reset;
MasterPlayerName := '';
fCursorPos := 0;
End;
{ TPlayerSetupMenu }
Procedure TPlayerSetupMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = VK_RETURN Then Begin
If PlayerIsFirst Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sEditFieldSetupRequest);
End;
End;
If key = VK_ESCAPE Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sMainScreen);
End;
If key = VK_DOWN Then Begin
fCursorPos := min(fCursorPos + 1, length(PlayerColors) - 1);
End;
If key = VK_UP Then Begin
fCursorPos := max(fCursorPos - 1, 0);
End;
If key = VK_LEFT Then Begin
Tgame(fOwner).ChangePLayerKey(fCursorPos, -1);
End;
If key = VK_RIGHT Then Begin
Tgame(fOwner).ChangePLayerKey(fCursorPos, 1);
End;
End;
Constructor TPlayerSetupMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
fBackFile := 'join.png';
fSoundFile := 'player_setup_sound.wav';
fCursorFile := 'options_cursor.png';
End;
Procedure TPlayerSetupMenu.LoadScheme(Const Scheme: TScheme);
Var
i: Integer;
Begin
(*
* Für das Playersetup ist nur die "TEAM" Verteilung relevant / interessant
*)
For i := 0 To high(fPlayerDetails) Do Begin
fPlayerDetails[i].Team := Scheme.PlayerStartPositions[i].Team;
End;
End;
Procedure TPlayerSetupMenu.LoadPlayerdata(Const PlayerData: TPlayers;
Uid: Integer);
Var
i: Integer;
Begin
(*
* Siehe TPlayer.UID
*)
For i := 0 To high(fPlayerDetails) Do Begin
If PlayerData[i].UID = Uid Then Begin
If PlayerData[i].Keyboard = ks0 Then Begin
fPlayerDetails[i].PlayerData := 'key 0';
End
Else Begin
fPlayerDetails[i].PlayerData := 'key 1';
End;
//fCursorPos := i; // Das geht leider nicht, da sonst der Cursor merkwürdig Springt wenn der Spieler 2 mal eingestellt ist..
End
Else Begin
If PlayerData[i].UID > 0 Then Begin
fPlayerDetails[i].PlayerData := 'NET';
End
Else Begin
If PlayerData[i].UID = NoPlayer Then Begin
fPlayerDetails[i].PlayerData := 'OFF';
End
Else Begin
If PlayerData[i].UID = AIPlayer Then Begin
fPlayerDetails[i].PlayerData := 'AI';
End;
End;
End;
End;
End;
End;
Procedure TPlayerSetupMenu.LoadFromDisk(ResPath: String);
Begin
Inherited LoadFromDisk(ResPath);
fcursorTex := OpenGL_GraphikEngine.LoadAlphaColorGraphik(ResPath + fCursorFile, ColorToRGB(clfuchsia), smStretch);
End;
Procedure TPlayerSetupMenu.Render;
Var
i: Integer;
s: String;
Begin
Inherited Render;
glBindTexture(GL_TEXTURE_2D, 0);
AtomicFont.Color := clwhite;
AtomicFont.BackColor := clBlack;
AtomicFont.Textout(60, 37 + 40, 'Available players:');
For i := 0 To high(fPlayerDetails) Do Begin
If i = 1 Then Begin
AtomicFont.BackColor := clWhite;
End
Else Begin
AtomicFont.BackColor := clBlack;
End;
AtomicFont.Color := AtomicPlayerColorToColor(PlayerColors[i]);
s := format('Player %0.2d: ', [i + 1]);
AtomicFont.Textout(60 + 20, 37 + (i + 1) * 28 + 50, s);
If TeamPlay Then Begin
(*
* Im Teamplay Färben wir den Detail Text in der teamfarbe ein
*)
If fPlayerDetails[i].Team = TeamIndexWhite Then Begin
AtomicFont.Color := clwhite;
AtomicFont.BackColor := clBlack;
End
Else Begin
AtomicFont.Color := clRed;
AtomicFont.BackColor := clBlack;
End;
End;
s := format(' %s', [fPlayerDetails[i].PlayerData]);
AtomicFont.Textout(60 + 20, 37 + (i + 1) * 28 + 50, s);
End;
// Reset am ende
AtomicFont.Color := clwhite;
AtomicFont.BackColor := clBlack;
glPushMatrix();
glTranslatef(60 - 32 + 10, 37 + 14 + 28 * fCursorPos + 50, atomic_Map_Layer + atomic_EPSILON);
RenderAlphaQuad(point(16, 16), 32, -32, 0, fcursorTex);
glPopMatrix();
End;
Procedure TPlayerSetupMenu.Reset;
Begin
Inherited Reset;
fCursorPos := 0;
End;
{ TJoinMenu }
Procedure TJoinMenu.OnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState
);
Begin
If (key = VK_ESCAPE) Or (key = VK_BACK) Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sMainScreen);
End;
If key = VK_RETURN Then Begin // Alle Clients sind da -> Ab in den Spieler Config Dialog..
If PlayerIsFirst Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sPlayerSetupRequest);
End;
End;
End;
Constructor TJoinMenu.Create(Owner: TObject);
Begin
Inherited Create(Owner);
fBackFile := 'join.png';
fSoundFile := 'join_sound.wav';
fCursorFile := '';
End;
Procedure TJoinMenu.LoadPlayerdata(Const PlayerData: Array Of TPlayer);
Var
i: Integer;
Begin
fPlayerInfoString := 'Connected network players:' + LineEnding + LineEnding;
For i := 0 To high(PlayerData) Do Begin
If PlayerData[i].UID <> NoPlayer Then Begin
fPlayerInfoString := fPlayerInfoString + ' ' + PlayerData[i].UserName + LineEnding;
End;
End;
End;
Procedure TJoinMenu.Render;
Begin
Inherited Render;
glPushMatrix;
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, 0);
AtomicFont.color := $00EAE556;
AtomicFont.BackColor := clBlack;
AtomicFont.Textout(100, 50, 'Our Nodename is: ''' + Tgame(fOwner).Settings.NodeName + '''');
If Connected Then Begin
// Der Server hat unseren Login Versuch Grundsätzlich aktzeptiert
// Wir zeigen nun die Infos der Spieler an, bis der 1. Spieler in den Nächsten Screen umschaltet
AtomicFont.color := clWhite;
AtomicFont.Textout(120, 100, fPlayerInfoString);
End
Else Begin
AtomicFont.color := clYellow;
AtomicFont.Textout(120, 100, 'Waiting for server to host a game..');
End;
glPopMatrix;
End;
Procedure TJoinMenu.Reset;
Begin
Inherited Reset;
Connected := false;
fPlayerInfoString := 'waiting for playerlist from server..';
End;
{ TOptionsMenu }
Procedure TOptionsMenu.OnKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Var
kd: TKeyboardDialog;
qf: TSchemQuestionForm;
nn: String;
Begin
// Zurück ins Hauptmenü
If (key = VK_ESCAPE) Or (key = VK_BACK) Then Begin
Tgame(fOwner).PlaySoundEffect(fSoundExitScreen);
Tgame(fOwner).SwitchToScreen(sMainScreen);
End;
If key = VK_DOWN Then Begin
fCursorPos := min(fCursorPos + 1, 11);
End;
If key = VK_UP Then Begin
fCursorPos := max(fCursorPos - 1, 0);
End;
If (key = VK_RETURN) Or (Key = VK_ADD) Or (key = VK_SUBTRACT)
Or (Key = VK_LEFT) Or (Key = VK_RIGHT) Then Begin
Case fCursorPos Of
0: Tgame(fOwner).Settings.TeamPlay := Not Tgame(fOwner).Settings.TeamPlay;
1: Tgame(fOwner).Settings.RandomStart := Not Tgame(fOwner).Settings.RandomStart;
2: Begin
key := 0;
nn := InputBox('Edit', 'Enter Nodename', Tgame(fOwner).Settings.NodeName);
If trim(nn) <> '' Then Begin
Tgame(fOwner).Settings.NodeName := nn;
End
Else Begin
LogShow('Empty username not allowed', llWarning);
End;
End;
3: Begin
If key In [VK_RETURN, VK_ADD, VK_RIGHT] Then Begin
Case Tgame(fOwner).Settings.ConveyorSpeed Of
csSlow: Tgame(fOwner).Settings.ConveyorSpeed := csMiddle;
csMiddle: Tgame(fOwner).Settings.ConveyorSpeed := csFast;
csFast: Tgame(fOwner).Settings.ConveyorSpeed := csSlow;
End;
End
Else Begin
Case Tgame(fOwner).Settings.ConveyorSpeed Of
csSlow: Tgame(fOwner).Settings.ConveyorSpeed := csFast;
csMiddle: Tgame(fOwner).Settings.ConveyorSpeed := csSlow;
csFast: Tgame(fOwner).Settings.ConveyorSpeed := csMiddle;
End;
End;
End;
4: Begin // Sheme File
key := 0;
qf := TSchemQuestionForm.CreateNew(Nil);
qf.LoadSchemes(Tgame(fOwner).Settings.SchemeFile);
qf.ShowModal;
If qf.ModalResult = mrOK Then Begin
Tgame(fOwner).Settings.SchemeFile := qf.Listbox1.Items[qf.Listbox1.ItemIndex];
End;
qf.free;
End;
5: Begin // Play Time
If key In [VK_LEFT, VK_SUBTRACT] Then Begin
Tgame(fOwner).Settings.PlayTime := max(0, Tgame(fOwner).Settings.PlayTime - 15);
If Tgame(fOwner).Settings.PlayTime < 80 Then Tgame(fOwner).Settings.PlayTime := 0;
End
Else Begin
If Tgame(fOwner).Settings.PlayTime = 0 Then Begin
Tgame(fOwner).Settings.PlayTime := 90;
End
Else Begin
Tgame(fOwner).Settings.PlayTime := Tgame(fOwner).Settings.PlayTime + 15;
End;
End;
End;
6: Tgame(fOwner).Settings.LostPlayersRevertToAI := Not Tgame(fOwner).Settings.LostPlayersRevertToAI;
7: Tgame(fOwner).Settings.PlaySounds := Not Tgame(fOwner).Settings.PlaySounds;
8: Begin
key := 0;
kd := TKeyboardDialog.CreateNew(Nil);
kd.LoadKeys(Tgame(fOwner).Settings.Keys[ks0], Tgame(fOwner).Settings.Keys[ks1]);
If kd.Execute() Then Begin
Tgame(fOwner).Settings.Keys[ks0] := kd.GetKeys(ks0);
Tgame(fOwner).Settings.Keys[ks1] := kd.GetKeys(ks1);
End;
kd.Free;
End;
9: Tgame(fOwner).Settings.Port := strtointdef(InputBox('Edit', 'Enter port', inttostr(Tgame(fOwner).Settings.Port)), 1234);
10: Tgame(fOwner).Settings.ShowFPS := Not Tgame(fOwner).Settings.ShowFPS;
11: Begin
Tgame(fOwner).Settings.Fullscreen := Not Tgame(fOwner).Settings.Fullscreen;
Form1.SetFullScreen(Tgame(fOwner).Settings.Fullscreen);
{$IFDEF Windows}
If Tgame(fOwner).Settings.Fullscreen Then Begin
LogShow('To switch to Fullscreen mode, you need to restart the game.');
End;
{$ENDIF}
End;
End;
End;
End;
Procedure TOptionsMenu.OnMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
Var
key: Word;
Begin
// Der Klick auf die Buttons ;)
If (x > 60) And (x < 320) And
(y > 36) And
(y < 36 + 12 * 28)
Then Begin
fCursorPos := (y - 36) Div 28;
key := VK_RETURN;
OnKeyDown(Nil, key, []);
End;
End;