209 lines
11 KiB
C++
209 lines
11 KiB
C++
#include "MainPage.h"
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#include "..\..\Engine\GambleKit.h"
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MainPage::MainPage(CustomGame *game)
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: GkGamePage()
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{
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// Initialize the variables
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this->bet = 10;
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this->lines = 5;
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this->winning = 0;
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this->credits = 100;
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// Add the background
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this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"Background.png")));
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// Create the Bet, Lines and Start buttons
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this->btnBet = (GkGameClickButton*)this->AddEntity(new GkGameClickButton(
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_bet_default.png"), 354, 528),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_bet_down.png"), 354, 528),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_bet_disabled.png"), 354, 528)));
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this->btnLines = (GkGameClickButton*)this->AddEntity(new GkGameClickButton(
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_lines_default.png"), 524, 528),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_lines_down.png"), 524, 528),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_lines_disabled.png"), 524, 528)));
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this->btnStart = (GkGameClickButton*)this->AddEntity(new GkGameClickButton(
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_start_default.png"), 687, 503),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_start_down.png"), 687, 503),
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new GkGameAnimation(game->AcquireAnimatedTexture(L"btn_start_disabled.png"), 687, 503)));
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// Create a special counter for the credits, to make them appear to increase gradually for better visual experience
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GkGameWinningCounter *creditsCounter = (GkGameWinningCounter*)this->AddEntity(new GkGameWinningCounter(&this->credits, 500.0f, 2.0f));
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// Create the Credits, Winning, Bet and Lines text counters and bind them to their respective values. Note that credits is bound to the "creditsCounter"
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this->AddEntity(new GkGameTextsIntBinding(&creditsCounter->intDisplayValue, 1, this->AddEntity(new GkGameText(game->AcquireAnimatedFontFromMultipleFiles(L"font_main_{0}.png", L"0123456789,.-"), 80, 496, -3, GkGameText::GameTextAlignment_Center))));
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this->AddEntity(new GkGameTextsIntBinding(&this->winning, 1, this->AddEntity(new GkGameText(game->AcquireAnimatedFontFromMultipleFiles(L"font_main_{0}.png", L"0123456789,.-"), 250, 496, -3, GkGameText::GameTextAlignment_Center))));
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this->AddEntity(new GkGameTextsIntBinding(&this->bet, 1, this->AddEntity(new GkGameText(game->AcquireAnimatedFontFromMultipleFiles(L"font_main_{0}.png", L"0123456789,.-"), 420, 496, -3, GkGameText::GameTextAlignment_Center))));
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this->AddEntity(new GkGameTextsIntBinding(&this->lines, 1, this->AddEntity(new GkGameText(game->AcquireAnimatedFontFromMultipleFiles(L"font_main_{0}.png", L"0123456789,.-"), 590, 496, -3, GkGameText::GameTextAlignment_Center))));
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// Create the combinations generator. The combinations generator represents a model of collection of reels. Each of its reels can have a different model
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// 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.
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this->combinationsGenerator = new GkGameReelsCombinationGenerator(5, 3);
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this->combinationsGenerator->SetReelModel(0, new GkGameReelStripModel(3, 15, 6, 6, 6, 2, 0, 4, 0, 1, 2, 2, 2, 0, 5, 7, 1));
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this->combinationsGenerator->SetReelModel(1, new GkGameReelStripModel(3, 15, 4, 2, 4, 0, 1, 4, 4, 7, 6, 6, 3, 7, 4, 3, 1));
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this->combinationsGenerator->SetReelModel(2, new GkGameReelStripModel(3, 15, 3, 0, 7, 6, 7, 3, 3, 2, 5, 5, 3, 4, 5, 5, 7));
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this->combinationsGenerator->SetReelModel(3, new GkGameReelStripModel(3, 15, 2, 3, 3, 3, 3, 4, 0, 7, 1, 7, 2, 2, 3, 2, 4));
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this->combinationsGenerator->SetReelModel(4, new GkGameReelStripModel(3, 15, 1, 1, 5, 6, 0, 0, 6, 0, 6, 6, 1, 1, 5, 3, 2));
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// Create the visual object for the reels
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this->reels = (GkGameReels*)this->AddEntity(new GkGameReels(5, 3, 8, 670, 331));
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this->reels->symbols[ReelItem_Space ] = game->AcquireAnimatedTexture(L"symbol_space.png");
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this->reels->symbols[ReelItem_Cherry] = game->AcquireAnimatedTexture(L"symbol_cherry.png");
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this->reels->symbols[ReelItem_Grape ] = game->AcquireAnimatedTexture(L"symbol_grape.png");
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this->reels->symbols[ReelItem_Lemon ] = game->AcquireAnimatedTexture(L"symbol_lemon.png");
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this->reels->symbols[ReelItem_7 ] = game->AcquireAnimatedTexture(L"symbol_seven.png");
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this->reels->symbols[ReelItem_Bar1 ] = game->AcquireAnimatedTexture(L"symbol_1bar.png");
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this->reels->symbols[ReelItem_Bar2 ] = game->AcquireAnimatedTexture(L"symbol_2bar.png");
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this->reels->symbols[ReelItem_Bar3 ] = game->AcquireAnimatedTexture(L"symbol_3bar.png");
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this->reels->x = 62;
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this->reels->y = 90;
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this->reels->ApplyReelMap();// (this->game->settings->playerSettings->currentMap);
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this->reels->SetItemGenerator(this->combinationsGenerator);
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// Load the images used to show a winning line
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this->lineAnimations[0] = (GkGameAnimation*)this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"line123.png"), 112, 255));
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this->lineAnimations[1] = (GkGameAnimation*)this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"line123.png"), 112, 139));
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this->lineAnimations[2] = (GkGameAnimation*)this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"line123.png"), 112, 371));
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this->lineAnimations[3] = (GkGameAnimation*)this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"line45.png"), 112, 139));
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this->lineAnimations[4] = (GkGameAnimation*)this->AddEntity(new GkGameAnimation(game->AcquireAnimatedTexture(L"line45.png"), 112, 139, true, true, true, false, true));
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// 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.
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this->winningsModel = new GkGameWinningsModel(5, 3, 5, 8, 0);
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this->winningsModel->SetupSymbol(ReelItem_Space , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 0, 0, 0);
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this->winningsModel->SetupSymbol(ReelItem_Cherry, 0, GkGameWinningsModel::SymbolFlag_Wild, GkGameWinningsModel::SymbolFlag_None, 0, 0, 10, 100, 1000);
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this->winningsModel->SetupSymbol(ReelItem_Grape , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 10, 20, 30);
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this->winningsModel->SetupSymbol(ReelItem_Lemon , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_None, 0, 0, 25, 50, 75);
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this->winningsModel->SetupSymbol(ReelItem_7 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 100, 300, 500);
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this->winningsModel->SetupSymbol(ReelItem_Bar1 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
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this->winningsModel->SetupSymbol(ReelItem_Bar2 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
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this->winningsModel->SetupSymbol(ReelItem_Bar3 , 0, GkGameWinningsModel::SymbolFlag_Default, GkGameWinningsModel::SymbolFlag_Wild, 0, 0, 1000, 10000, 100000);
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this->winningsModel->SetupLine(0, 1, 1, 1, 1, 1);
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this->winningsModel->SetupLine(1, 0, 0, 0, 0, 0);
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this->winningsModel->SetupLine(2, 2, 2, 2, 2, 2);
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this->winningsModel->SetupLine(3, 0, 1, 2, 1, 0);
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this->winningsModel->SetupLine(4, 2, 1, 0, 1, 2);
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// The winnings analyzer is used to analyze a combination for winnings, based on a winning model. After an analisys, it holds all the winnings, if any, and detailed information on them.
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this->winningsAnalyzer = new GkGameWinningsAnalyzer(this->winningsModel);
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this->sndReels = game->AcquireSoundSource(L"reels.wav");
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this->sndReelStop = game->AcquireSoundSource(L"reel.wav");
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this->sndBlip = game->AcquireSoundSource(L"start.wav");
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this->sndGameOver = game->AcquireSoundSource(L"gameover.wav");
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this->sndWinBig = game->AcquireSoundSource(L"wina.wav");
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this->sndWinSmall = game->AcquireSoundSource(L"winb.wav");
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game->soundDevice->PlaySource(this->sndBlip);
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this->isPlayingReels = false;
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}
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MainPage::~MainPage(void)
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{
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delete this->combinationsGenerator;
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delete this->winningsAnalyzer;
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delete this->winningsModel;
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}
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void MainPage::Process(GkGame *game)
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{
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if (this->reels->state == Idle)
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{
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// 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
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if (this->btnStart->IsClicked())
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{
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game->soundDevice->PlaySource(this->sndBlip);
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if (this->credits <= 0)
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{
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HMODULE hMainMod = GetModuleHandle(0);
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if (MessageBox(NULL, "You are out of credits! Would you like to borrow 1000 more?", "Out of credits!", MB_YESNO | MB_ICONHAND | MB_DEFBUTTON1)
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== IDYES)
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{
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this->credits = 1000;
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}
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else
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{
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game->soundDevice->PlaySource(this->sndGameOver);
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MessageBox(NULL, "You have run out of money", "Game Over", MB_OK | MB_ICONEXCLAMATION | MB_DEFBUTTON1);
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}
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}
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if (this->credits > 0)
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{
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for (int lineIndex = 0; lineIndex < this->winningsModel->numLines; lineIndex++)
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this->lineAnimations[lineIndex]->visible = false;
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this->credits -= this->bet * this->lines;
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this->combinationsGenerator->GenerateCombination();
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this->reels->SetItems(this->combinationsGenerator);
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this->winningsAnalyzer->AnalyzeWinnings(this->combinationsGenerator);
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this->winningsAnalyzer->MultiplyWinnings(this->bet);
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this->reels->Start();
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game->soundDevice->PlaySourceLooping(this->sndReels);
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}
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}
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// Bet button - change the bet
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if (this->btnBet->IsClicked())
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{
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this->bet = this->bet % 10 + 1;
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game->soundDevice->PlaySource(this->sndBlip);
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}
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// Lines button - set which lines in the winnings model are active
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if (this->btnLines->IsClicked())
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{
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this->lines = this->lines % 5 + 1;
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for (int lineIndex = 0; lineIndex < this->winningsModel->numLines; lineIndex++)
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this->winningsModel->lines[lineIndex].active = lineIndex < this->lines;
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game->soundDevice->PlaySource(this->sndBlip);
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}
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}
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// Stop the spinning reels when the button is pressed
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if (this->reels->state == Spinning)
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{
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if (this->btnStart->IsClicked())
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this->reels->Stop();
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}
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// When reels' state HAS JUST CHANGED to Idle, then show any winning lines, if any, and update combination winning and credits
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if (this->reels->stateChange == Idle)
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{
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game->soundDevice->PauseSource(this->sndReels);
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for (int winIndex = 0; winIndex < this->winningsAnalyzer->winnings.count; winIndex++)
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this->lineAnimations[this->winningsAnalyzer->winnings.win[winIndex].lineIndex]->visible = true;
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this->winning = this->winningsAnalyzer->totalWinning;
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if (winning > 0)
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{
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if (winning >= 1000)
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{
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game->soundDevice->PlaySource(this->sndWinBig);
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}
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else
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{
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game->soundDevice->PlaySource(this->sndWinSmall);
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}
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}
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this->credits += this->winning;
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}
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// Sound on every reel stop
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for (int reelIndex = 0; reelIndex < this->reels->numReels; reelIndex++)
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if (this->reels->reels[reelIndex].stateChange == PostStopping)
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game->soundDevice->PlaySource(this->sndReelStop);
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GkGamePage::Process(game);
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} |