1 // Brain Party
2 // Copyright (C) 2010 Paul Hudson (http://www.tuxradar.com/brainparty)
3
4 // Brain Party is free software; you can redistribute it and/or
5 // modify it under the terms of the GNU General Public License
6 // as published by the Free Software Foundation; either version 3
7 // of the License, or (at your option) any later version.
8
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
13
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17
18 #include "rps.h"
19 #include "Minigame.h"
20
BPMiniGame_RPS(BPGame * game)21 BPMiniGame_RPS::BPMiniGame_RPS(BPGame* game) : BPMiniGame(game) {
22 sfcBackground = TheGame->LoadBitmap("rockpaperscissors", 320, 416);
23 sfcLose = TheGame->LoadBitmap("rockpaperscissors_loses", 320, 64);
24
25 sfcRock = TheGame->LoadBitmap("rock", 90, 90);
26 sfcPaper = TheGame->LoadBitmap("paper", 90, 90);
27 sfcScissors = TheGame->LoadBitmap("scissors", 90, 90);
28
29 LastStateChange = -1;
30 GameState = GUESSING;
31
32 SuccessTime = -1;
33
34 CurrentPosition = NULL;
35 PositionNum = MustWin = Tries = NumWrong = TimeStarted = 0;
36
37 GameTitle = "Rock vs Paper";
38 GameHelp = "Paper beats rock, scissors beats paper and rock beats scissors - choose the right play each time. But here's the twist: sometimes you have to lose!";
39 GameHelp2 = "You either have to WIN or you have to LOSE, so read the on-screen instructions carefully. When you have to win, your opponent will make a move (eg scissors) and you have to beat it. But when you have to lose, you need to choose whichever move would lose against your opponent's move.";
40
41 MiniGameType = PUZZLE;
42
43 Positions.Add(new BPMiniGame_RPS_Position("Rock", "Scissors", "Paper", sfcRock));
44 Positions.Add(new BPMiniGame_RPS_Position("Paper", "Rock", "Scissors", sfcPaper));
45 Positions.Add(new BPMiniGame_RPS_Position("Scissors", "Paper", "Rock", sfcScissors));
46
47 Play();
48 }
49
~BPMiniGame_RPS()50 BPMiniGame_RPS::~BPMiniGame_RPS() {
51 SAFE_DELETE(sfcBackground);
52 SAFE_DELETE(sfcLose);
53 SAFE_DELETE(sfcRock);
54 SAFE_DELETE(sfcPaper);
55 SAFE_DELETE(sfcScissors);
56
57 Positions.Clear();
58 }
59
Play()60 void BPMiniGame_RPS::Play() {
61 if (Tries >= 10) return;
62
63 Positions.Shuffle();
64
65 if (TheGame->RandomRange(0, 7) % 2 == 0) {
66 MustWin = true;
67 } else {
68 MustWin = false;
69 }
70
71 int newpos;
72
73 if (PositionNum == -1) {
74 newpos = TheGame->RandomRange(0, 2);
75 } else {
76 newpos = TheGame->RandomRangeExcept(0, 2, PositionNum);
77 }
78
79 PositionNum = newpos;
80 CurrentPosition = Positions[newpos];
81
82 GameState = GUESSING;
83 }
84
Start()85 void BPMiniGame_RPS::Start() {
86 TimeStarted = TheGame->TickCount;
87 }
88
GetWeight()89 int BPMiniGame_RPS::GetWeight() {
90 int TimePassed = (TheGame->TickCount - TimeStarted) / 1000.0f;
91 return MinMax(500 - (NumWrong * 60) - round(TimePassed * 1.55f));
92 }
93
Render()94 void BPMiniGame_RPS::Render() {
95 TheGame->DrawImage(sfcBackground, 0, 0);
96
97 if (!MustWin) TheGame->DrawImage(sfcLose, 0, 229);
98
99 TheGame->DrawImage(CurrentPosition->Sfc, 110, 89);
100
101 TheGame->DrawImage(Positions[0]->Sfc, 15, 307);
102 TheGame->DrawImage(Positions[1]->Sfc, 115, 307);
103 TheGame->DrawImage(Positions[2]->Sfc, 215, 307);
104
105 if (GameState == CORRECT) {
106 RenderCorrect();
107 } else if (GameState == WRONG) {
108 RenderWrong();
109 }
110 }
111
Tick()112 void BPMiniGame_RPS::Tick() {
113 if (SuccessTime != -1 && SuccessTime + 250 < TheGame->TickCount) {
114 Success();
115 }
116
117 if (LastStateChange != -1 && LastStateChange + 750 < TheGame->TickCount) {
118 LastStateChange = -1;
119 Play();
120 }
121 }
122
OnMouseDown()123 void BPMiniGame_RPS::OnMouseDown() {
124
125 }
126
OnMouseMove()127 void BPMiniGame_RPS::OnMouseMove() {
128
129 }
130
OnMouseUp()131 void BPMiniGame_RPS::OnMouseUp() {
132 if (GameState == CORRECT || GameState == WRONG) return;
133
134 BPMiniGame_RPS_Position* chosenposition = NULL;
135
136 if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 15, 307, 90, 90)) {
137 chosenposition = Positions[0];
138 } else if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 115, 307, 90, 90)) {
139 chosenposition = Positions[1];
140 } else if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 215, 307, 90, 90)) {
141 chosenposition = Positions[2];
142 } else if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 110, 89, 90, 90)) {
143 if (MustWin) {
144 MessageBox::Show("This shows the move an opponent has played. You have been asked to choose the move that beats your opponent, so you need to tap one of the three pictures below.", GameTitle);
145 } else {
146 MessageBox::Show("This shows the move an opponent has played. You have been asked to choose the move that loses to your opponent, so you need to tap one of the three pictures below.", GameTitle);
147 }
148 } else if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, 0, 229, 320, 64)) {
149 if (MustWin) {
150 MessageBox::Show("You need to choose the right move to beat your opponent - which of the three below is the correct answer?", GameTitle);
151 } else {
152 MessageBox::Show("You need to choose the right move to lose to your opponent - which of the three below is the correct answer?", GameTitle);
153 }
154 }
155
156 if (chosenposition == NULL) return;
157
158 ++Tries;
159
160 if (MustWin) {
161 if (CurrentPosition->BeatenBy == chosenposition->Position) {
162 TheGame->PlaySound("correct");
163 GameState = CORRECT;
164 LastStateChange = TheGame->TickCount;
165 } else {
166 TheGame->PlaySound("wrong");
167 ++NumWrong;
168 GameState = WRONG;
169 LastStateChange = TheGame->TickCount;
170 }
171 } else {
172 if (CurrentPosition->Beats == chosenposition->Position) {
173 TheGame->PlaySound("correct");
174 GameState = CORRECT;
175 LastStateChange = TheGame->TickCount;
176 } else {
177 TheGame->PlaySound("wrong");
178 ++NumWrong;
179 GameState = WRONG;
180 LastStateChange = TheGame->TickCount;
181 }
182 }
183
184 UpdateScore();
185 }
186
UpdateScore()187 void BPMiniGame_RPS::UpdateScore() {
188 if (Tries < 0) Tries = 0;
189
190 if (Tries >= 10 && SuccessTime == -1) {
191 SuccessTime = TheGame->TickCount ;
192 }
193 }
194