Offically dubbed the money machine becuase I'm uncreative

Signed-off-by: Amrit Panesar <apanesar-77260@student.coleman.edu>
This commit is contained in:
Amrit Panesar committed 2015-05-19 03:25:15 -07:00
1 parent c5560b26a4
commit 88442e20b4
18 files changed
+88 -29

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@@ -10,7 +10,7 @@ MainPage::MainPage(CustomGame *game)
this->bet = 10;
this->lines = 5;
this->winning = 0;
this->credits = 100;
this->credits = 1000;
// Add the background
this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"Background.png")));
@@ -41,11 +41,11 @@ MainPage::MainPage(CustomGame *game)
// Create the combinations generator. The combinations generator represents a model of collection of reels. Each of its reels can have a different model
// The GkGameReelStripModel is a GkGameReelModel, representing a reel with a fixed sequence of finite number of items. Here, it is used for all the reels of the combination generator.
this->combinationsGenerator = new GkGameReelsCombinationGenerator(5, 3);
this->combinationsGenerator->SetReelModel(0, new GkGameReelStripModel(3, 6, ReelItem_Cherry, ReelItem_Space, ReelItem_Cherry, ReelItem_Grape, ReelItem_Cherry, ReelItem_Lemon));
this->combinationsGenerator->SetReelModel(1, new GkGameReelStripModel(3, 6, ReelItem_Grape, ReelItem_Lemon, ReelItem_Space, ReelItem_Lemon, ReelItem_Lemon, ReelItem_Cherry));
this->combinationsGenerator->SetReelModel(2, new GkGameReelStripModel(3, 6, ReelItem_Cherry, ReelItem_7, ReelItem_Lemon, ReelItem_Cherry, ReelItem_7, ReelItem_Space));
this->combinationsGenerator->SetReelModel(3, new GkGameReelStripModel(3, 6, ReelItem_Cherry, ReelItem_Bar1, ReelItem_Bar2, ReelItem_Space, ReelItem_Cherry, ReelItem_Grape));
this->combinationsGenerator->SetReelModel(4, new GkGameReelStripModel(3, 6, ReelItem_Cherry, ReelItem_Space, ReelItem_Bar3, ReelItem_Cherry, ReelItem_Lemon, ReelItem_Grape));
this->combinationsGenerator->SetReelModel(0, new GkGameReelStripModel(3, 15, 6, 6, 6, 2, 0, 4, 0, 1, 2, 2, 2, 0, 5, 7, 1));
this->combinationsGenerator->SetReelModel(1, new GkGameReelStripModel(3, 15, 4, 2, 4, 0, 1, 4, 4, 7, 6, 6, 3, 7, 4, 3, 1));
this->combinationsGenerator->SetReelModel(2, new GkGameReelStripModel(3, 15, 3, 0, 7, 6, 7, 3, 3, 2, 5, 5, 3, 4, 5, 5, 7));
this->combinationsGenerator->SetReelModel(3, new GkGameReelStripModel(3, 15, 2, 3, 3, 3, 3, 4, 0, 7, 1, 7, 2, 2, 3, 2, 4));
this->combinationsGenerator->SetReelModel(4, new GkGameReelStripModel(3, 15, 1, 1, 5, 6, 0, 0, 6, 0, 6, 6, 1, 1, 5, 3, 2));
// Create the visual object for the reels
this->reels = (GkGameReels*)this->AddEntity(new GkGameReels(5, 3, 8, 670, 331));
@@ -54,9 +54,9 @@ MainPage::MainPage(CustomGame *game)
this->reels->symbols[ReelItem_Grape ] = game->AcquireAnimatedTexture(L"symbol_grape.png");
this->reels->symbols[ReelItem_Lemon ] = game->AcquireAnimatedTexture(L"symbol_lemon.png");
this->reels->symbols[ReelItem_7 ] = game->AcquireAnimatedTexture(L"symbol_seven.png");
this->reels->symbols[ReelItem_Bar1 ] = game->AcquireAnimatedTexture(L"symbol_bar1.png");
this->reels->symbols[ReelItem_Bar2 ] = game->AcquireAnimatedTexture(L"symbol_bar2.png");
this->reels->symbols[ReelItem_Bar3 ] = game->AcquireAnimatedTexture(L"symbol_bar3.png");
this->reels->symbols[ReelItem_Bar1 ] = game->AcquireAnimatedTexture(L"symbol_1bar.png");
this->reels->symbols[ReelItem_Bar2 ] = game->AcquireAnimatedTexture(L"symbol_2bar.png");
this->reels->symbols[ReelItem_Bar3 ] = game->AcquireAnimatedTexture(L"symbol_3bar.png");
this->reels->x = 62;
this->reels->y = 90;
@@ -72,11 +72,11 @@ MainPage::MainPage(CustomGame *game)
// The winnings model defines two things. One is the properties of the symbols - their coefficients and special behaviour. Second - the shape of the winning lines.
this->winningsModel = new GkGameWinningsModel(5, 3, 5, 8, 0);
this->winningsModel->SetupSymbol(ReelItem_Space , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 0, 0, 0);
this->winningsModel->SetupSymbol(ReelItem_Cherry, 0, GkGameWinningsModel::SymbolFlag_Wild, GkGameWinningsModel::SymbolFlag_None, 0, 0, 10, 20, 80);
this->winningsModel->SetupSymbol(ReelItem_Grape , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 20, 40, 200);
this->winningsModel->SetupSymbol(ReelItem_Lemon , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 50, 100, 500);
this->winningsModel->SetupSymbol(ReelItem_7 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
this->winningsModel->SetupSymbol(ReelItem_Space , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 0, 0, 0);
this->winningsModel->SetupSymbol(ReelItem_Cherry, 0, GkGameWinningsModel::SymbolFlag_Wild, GkGameWinningsModel::SymbolFlag_None, 0, 0, 10, 100, 1000);
this->winningsModel->SetupSymbol(ReelItem_Grape , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 10, 20, 30);
this->winningsModel->SetupSymbol(ReelItem_Lemon , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 25, 50, 75);
this->winningsModel->SetupSymbol(ReelItem_7 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 100, 300, 500);
this->winningsModel->SetupSymbol(ReelItem_Bar1 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
this->winningsModel->SetupSymbol(ReelItem_Bar2 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
this->winningsModel->SetupSymbol(ReelItem_Bar3 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
@@ -92,7 +92,12 @@ MainPage::MainPage(CustomGame *game)
this->sndReels = game->AcquireSoundSource(L"reels.wav");
this->sndReelStop = game->AcquireSoundSource(L"reel.wav");
this->sndBlip = game->AcquireSoundSource(L"start.wav");
this->sndGameOver = game->AcquireSoundSource(L"gameover.wav");
this->sndWinBig = game->AcquireSoundSource(L"wina.wav");
this->sndWinSmall = game->AcquireSoundSource(L"winb.wav");
game->soundDevice->PlaySource(this->sndBlip);
this->isPlayingReels = false;
}
@@ -110,19 +115,37 @@ void MainPage::Process(GkGame *game)
// Start button - hide the lines, generate a random combination, set it to appear on the reels after spinning, analyze its winning and start the reels
if (this->btnStart->IsClicked())
{
for (int lineIndex = 0; lineIndex < this->winningsModel->numLines; lineIndex++)
this->lineAnimations[lineIndex]->visible = false;
game->soundDevice->PlaySource(this->sndBlip);
if (this->credits <= 0)
{
HMODULE hMainMod = GetModuleHandle(0);
if (MessageBox(NULL, "You are out of credits! Would you like to borrow 1000 more?", "Out of credits!", MB_YESNO | MB_ICONHAND | MB_DEFBUTTON1)
== IDYES)
{
this->credits = 1000;
}
else
{
game->soundDevice->PlaySource(this->sndGameOver);
MessageBox(NULL, "You have run out of money", "Game Over", MB_OK | MB_ICONEXCLAMATION | MB_DEFBUTTON1);
}
}
if (this->credits > 0)
{
this->credits -= this->bet * this->lines;
for (int lineIndex = 0; lineIndex < this->winningsModel->numLines; lineIndex++)
this->lineAnimations[lineIndex]->visible = false;
this->combinationsGenerator->GenerateCombination();
this->reels->SetItems(this->combinationsGenerator);
this->winningsAnalyzer->AnalyzeWinnings(this->combinationsGenerator);
this->winningsAnalyzer->MultiplyWinnings(this->bet);
this->credits -= this->bet * this->lines;
this->reels->Start();
this->combinationsGenerator->GenerateCombination();
this->reels->SetItems(this->combinationsGenerator);
this->winningsAnalyzer->AnalyzeWinnings(this->combinationsGenerator);
this->winningsAnalyzer->MultiplyWinnings(this->bet);
game->soundDevice->PlaySourceLooping(this->sndReels);
this->reels->Start();
game->soundDevice->PlaySourceLooping(this->sndReels);
}
}
// Bet button - change the bet
@@ -143,7 +166,7 @@ void MainPage::Process(GkGame *game)
game->soundDevice->PlaySource(this->sndBlip);
}
}
// Stop the spinning reels when the button is pressed
@@ -156,13 +179,25 @@ void MainPage::Process(GkGame *game)
// When reels' state HAS JUST CHANGED to Idle, then show any winning lines, if any, and update combination winning and credits
if (this->reels->stateChange == Idle)
{
game->soundDevice->PauseSource(this->sndReels);
for (int winIndex = 0; winIndex < this->winningsAnalyzer->winnings.count; winIndex++)
this->lineAnimations[this->winningsAnalyzer->winnings.win[winIndex].lineIndex]->visible = true;
this->winning = this->winningsAnalyzer->totalWinning;
if (winning > 0)
{
if (winning >= 1000)
{
game->soundDevice->PlaySource(this->sndWinBig);
}
else
{
game->soundDevice->PlaySource(this->sndWinSmall);
}
}
this->credits += this->winning;
game->soundDevice->PauseSource(this->sndReels);
}
// Sound on every reel stop