项目架构重构,代码整理
This commit is contained in:
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#include "stdafx.h"
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#include "TetrisLogicInternal.h"
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int pendingLineClearEffectTicks = 0;
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int pendingLineClearEffectRows[8] = {};
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int pendingLineClearEffectRowCount = 0;
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int pendingLineClearEffectLineCount = 0;
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/**
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* @brief 重置经典或 Rogue 模式使用的玩家统计数据。
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*/
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void ResetPlayerStats(PlayerStats& stats, bool useRogueRules)
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{
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stats.score = 0;
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stats.level = 1;
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stats.exp = 0;
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stats.requiredExp = useRogueRules ? 10 : 0;
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stats.totalLinesCleared = 0;
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stats.scoreMultiplierPercent = 100;
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stats.expMultiplierPercent = 100;
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stats.slowFallStacks = 0;
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stats.comboBonusStacks = 0;
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stats.comboChain = 0;
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stats.previewCount = 1;
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stats.lastChanceCount = 0;
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stats.scoreUpgradeLevel = 0;
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stats.expUpgradeLevel = 0;
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stats.previewUpgradeLevel = 0;
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stats.lastChanceUpgradeLevel = 0;
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stats.holdUnlocked = 0;
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stats.pressureReliefLevel = 0;
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stats.sweeperLevel = 0;
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stats.sweeperCharge = 0;
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stats.explosiveLevel = 0;
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stats.explosivePieceCounter = 0;
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stats.chainBlastLevel = 0;
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stats.chainBombLevel = 0;
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stats.laserLevel = 0;
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stats.thunderTetrisLevel = 0;
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stats.thunderLaserLevel = 0;
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stats.feverLevel = 0;
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stats.rageStackLevel = 0;
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stats.infiniteFeverLevel = 0;
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stats.feverLineCharge = 0;
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stats.feverTicks = 0;
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stats.screenBombLevel = 0;
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stats.screenBombCharge = 0;
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stats.screenBombCount = 0;
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stats.terminalClearLevel = 0;
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stats.dualChoiceLevel = 0;
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stats.destinyWheelLevel = 0;
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stats.perfectRotateLevel = 0;
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stats.timeDilationLevel = 0;
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stats.timeDilationTicks = 0;
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stats.highPressureLevel = 0;
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stats.tetrisGambleLevel = 0;
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stats.extremePlayerLevel = 0;
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stats.extremeSlowTicks = 0;
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stats.extremeDangerTicks = 30;
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stats.extremeDangerLevel = 0;
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stats.upgradeShockwaveLevel = 0;
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stats.evolutionImpactLevel = 0;
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stats.controlMasterLevel = 0;
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stats.holdSlowTicks = 0;
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stats.blockStormLevel = 0;
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stats.blockStormPiecesRemaining = 0;
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stats.blackHoleLevel = 0;
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stats.blackHoleCharges = 0;
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stats.reshapeLevel = 0;
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stats.reshapeCharges = 0;
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stats.rainbowPieceLevel = 0;
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stats.voidCoreLevel = 0;
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stats.pendingRainbowPieceCount = 0;
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stats.stableStructureLevel = 0;
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stats.doubleGrowthLevel = 0;
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stats.gamblerLevel = 0;
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stats.difficultyElapsedMs = 0;
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stats.difficultyLevel = 0;
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stats.lockedRows = 0;
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for (int i = 0; i < 7; i++)
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{
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stats.pieceTuningLevels[i] = 0;
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}
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}
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/**
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* @brief 设置界面右侧显示的即时反馈标题、内容和持续时间。
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*/
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void SetFeedbackMessage(const TCHAR* title, const TCHAR* detail, int ticks)
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{
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feedbackState.visibleTicks = ticks;
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lstrcpyn(feedbackState.title, title, sizeof(feedbackState.title) / sizeof(TCHAR));
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lstrcpyn(feedbackState.detail, detail, sizeof(feedbackState.detail) / sizeof(TCHAR));
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}
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/**
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* @brief 清空所有消行、浮动文字和粒子视觉效果。
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*/
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void ResetVisualEffects()
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{
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clearEffectState.ticks = 0;
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clearEffectState.totalTicks = 0;
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clearEffectState.rowCount = 0;
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for (int i = 0; i < 8; i++)
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{
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floatingTextEffects[i].ticks = 0;
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}
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for (int i = 0; i < 96; i++)
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{
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particleEffects[i].ticks = 0;
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}
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for (int i = 0; i < 64; i++)
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{
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cellFlashEffects[i].ticks = 0;
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}
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for (int i = 0; i < 80; i++)
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{
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gravityFallEffects[i].ticks = 0;
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}
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}
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/**
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* @brief 推进视觉效果计时,并返回是否仍有动画需要刷新。
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*/
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bool TickVisualEffects()
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{
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bool active = false;
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if (clearEffectState.ticks > 0)
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{
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clearEffectState.ticks--;
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active = true;
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}
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for (int i = 0; i < 8; i++)
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{
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if (floatingTextEffects[i].ticks > 0)
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{
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floatingTextEffects[i].ticks--;
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active = true;
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}
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}
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for (int i = 0; i < 96; i++)
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{
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if (particleEffects[i].ticks > 0)
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{
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particleEffects[i].ticks--;
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active = true;
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}
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}
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for (int i = 0; i < 64; i++)
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{
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if (cellFlashEffects[i].ticks > 0)
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{
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cellFlashEffects[i].ticks--;
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active = true;
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}
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}
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for (int i = 0; i < 80; i++)
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{
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if (gravityFallEffects[i].ticks > 0)
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{
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gravityFallEffects[i].ticks--;
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active = true;
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}
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}
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return active;
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}
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/**
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* @brief 推进致谢页左右切换动画,并返回是否需要刷新界面。
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*/
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bool TickCreditAnimation()
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{
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if (creditAnimationTicks > 0)
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{
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creditAnimationTicks--;
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return true;
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}
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return false;
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}
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/**
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* @brief 添加一段棋盘坐标系中的浮动文字效果。
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*/
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static void AddFloatingText(int boardX, int boardY, const TCHAR* text, COLORREF color)
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{
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for (int i = 0; i < 8; i++)
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{
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if (floatingTextEffects[i].ticks <= 0)
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{
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floatingTextEffects[i].ticks = 22;
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floatingTextEffects[i].totalTicks = 22;
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floatingTextEffects[i].boardX = boardX;
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floatingTextEffects[i].boardY = boardY;
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floatingTextEffects[i].color = color;
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lstrcpyn(floatingTextEffects[i].text, text, sizeof(floatingTextEffects[i].text) / sizeof(TCHAR));
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return;
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}
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}
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}
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/**
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* @brief 添加一个棋盘坐标系中的粒子效果。
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*/
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static void AddParticle(int boardX, int boardY, int velocityX, int velocityY, int size, COLORREF color)
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{
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for (int i = 0; i < 96; i++)
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{
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if (particleEffects[i].ticks <= 0)
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{
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particleEffects[i].ticks = 12 + rand() % 7;
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particleEffects[i].totalTicks = particleEffects[i].ticks;
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particleEffects[i].boardX = boardX;
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particleEffects[i].boardY = boardY;
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particleEffects[i].velocityX = velocityX;
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particleEffects[i].velocityY = velocityY;
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particleEffects[i].size = size;
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particleEffects[i].color = color;
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return;
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}
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}
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}
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/**
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* @brief 在指定棋盘坐标周围生成一组爆裂粒子。
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*/
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static void AddBurstParticles(int boardX, int boardY, COLORREF baseColor, bool strongBurst)
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{
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int burstCount = strongBurst ? 4 : 2;
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for (int i = 0; i < burstCount; i++)
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{
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int angleSeed = rand() % 8;
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int speed = strongBurst ? (9 + rand() % 9) : (6 + rand() % 7);
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int velocityX = 0;
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int velocityY = 0;
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switch (angleSeed)
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{
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case 0:
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velocityX = speed;
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velocityY = -rand() % 4;
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break;
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case 1:
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velocityX = -speed;
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velocityY = -rand() % 4;
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break;
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case 2:
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velocityX = (rand() % 5) - 2;
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velocityY = -speed;
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break;
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case 3:
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velocityX = (rand() % 5) - 2;
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velocityY = speed / 2;
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break;
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case 4:
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velocityX = speed;
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velocityY = -speed;
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break;
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case 5:
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velocityX = -speed;
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velocityY = -speed;
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break;
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case 6:
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velocityX = speed;
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velocityY = speed / 3;
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break;
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default:
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velocityX = -speed;
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velocityY = speed / 3;
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break;
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}
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velocityX += (rand() % 7) - 3;
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velocityY += (rand() % 7) - 3;
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COLORREF color = (i % 3 == 0) ? RGB(255, 248, 220) : baseColor;
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AddParticle(
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boardX + (rand() % 31) - 15,
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boardY + (rand() % 31) - 15,
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velocityX,
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velocityY,
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strongBurst ? (4 + rand() % 5) : (3 + rand() % 4),
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color);
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}
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}
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/**
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* @brief 添加一个被清除格子的短时高亮效果。
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*/
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static void AddCellFlash(int x, int y, COLORREF color, bool strongFlash)
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{
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for (int i = 0; i < 64; i++)
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{
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if (cellFlashEffects[i].ticks <= 0)
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{
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cellFlashEffects[i].ticks = strongFlash ? 18 : 14;
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cellFlashEffects[i].totalTicks = cellFlashEffects[i].ticks;
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cellFlashEffects[i].x = x;
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cellFlashEffects[i].y = y;
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cellFlashEffects[i].color = color;
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return;
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}
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}
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}
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/**
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* @brief 暂存消行动画,等待升级选择结束后再播放。
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*/
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void QueueLineClearEffect(const int* rows, int rowCount, int linesCleared)
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{
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if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
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{
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return;
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}
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if (rowCount > 8)
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{
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rowCount = 8;
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}
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pendingLineClearEffectTicks = 1;
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pendingLineClearEffectRowCount = rowCount;
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pendingLineClearEffectLineCount = linesCleared;
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for (int i = 0; i < rowCount; i++)
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{
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pendingLineClearEffectRows[i] = rows[i];
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}
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}
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/**
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* @brief 播放之前暂存的消行动画。
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*/
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void PlayPendingLineClearEffect()
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{
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if (pendingLineClearEffectTicks <= 0)
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{
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return;
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}
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pendingLineClearEffectTicks = 0;
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TriggerLineClearEffect(
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pendingLineClearEffectRows,
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pendingLineClearEffectRowCount,
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pendingLineClearEffectLineCount);
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pendingLineClearEffectRowCount = 0;
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pendingLineClearEffectLineCount = 0;
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}
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/**
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* @brief 触发标准消行动画和浮动文字。
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*/
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void TriggerLineClearEffect(const int* rows, int rowCount, int linesCleared)
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{
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if (rows == nullptr || rowCount <= 0 || linesCleared <= 0)
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{
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return;
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}
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if (rowCount > 8)
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{
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rowCount = 8;
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}
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clearEffectState.ticks = 16;
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clearEffectState.totalTicks = 16;
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clearEffectState.rowCount = rowCount;
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int rowSum = 0;
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for (int i = 0; i < rowCount; i++)
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{
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clearEffectState.rows[i] = rows[i];
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rowSum += rows[i];
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for (int x = 0; x < nGameWidth; x++)
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{
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COLORREF particleColor = BrickColor[(x + rows[i]) % 7];
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int centerX = x * 100 + 50;
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int centerY = rows[i] * 100 + 50;
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AddBurstParticles(centerX, centerY, particleColor, linesCleared >= 4);
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if (linesCleared >= 4)
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{
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AddParticle(
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centerX,
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centerY,
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((x < nGameWidth / 2) ? -1 : 1) * (16 + rand() % 12),
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-16 - rand() % 10,
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4 + rand() % 3,
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RGB(255, 238, 120));
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}
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}
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}
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TCHAR text[64];
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if (linesCleared >= 4)
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{
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_stprintf_s(text, _T("TETRIS"));
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}
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else
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{
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_stprintf_s(text, _T("%d LINE%s"), linesCleared, linesCleared > 1 ? _T("S") : _T(""));
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}
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AddFloatingText(nGameWidth * 50, (rowSum * 100 / rowCount) - 20, text, linesCleared >= 4 ? RGB(255, 232, 120) : RGB(255, 250, 252));
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}
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/**
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* @brief 为指定棋盘格集合触发清除粒子效果。
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*/
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void TriggerCellClearEffect(const Point* cells, int cellCount, bool strongBurst)
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{
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TriggerColoredCellClearEffect(cells, cellCount, RGB(255, 238, 120), strongBurst);
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}
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/**
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* @brief 为指定棋盘格集合触发带颜色区分的清除高亮和粒子效果。
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*/
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void TriggerColoredCellClearEffect(const Point* cells, int cellCount, COLORREF flashColor, bool strongBurst)
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{
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if (cells == nullptr || cellCount <= 0)
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{
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return;
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}
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for (int i = 0; i < cellCount; i++)
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{
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if (cells[i].x < 0 || cells[i].x >= nGameWidth || cells[i].y < 0 || cells[i].y >= nGameHeight)
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{
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continue;
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}
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COLORREF particleColor = BrickColor[(cells[i].x + cells[i].y) % 7];
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AddCellFlash(cells[i].x, cells[i].y, flashColor, strongBurst);
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AddBurstParticles(cells[i].x * 100 + 50, cells[i].y * 100 + 50, particleColor, strongBurst);
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}
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}
|
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/**
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* @brief 为一个受重力下落的固定方块记录纵向残影和落点粒子。
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*/
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void TriggerGravityFallEffect(int x, int fromY, int toY, int cellValue)
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{
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if (x < 0 || x >= nGameWidth || fromY < 0 || fromY >= nGameHeight ||
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toY < 0 || toY >= nGameHeight || toY <= fromY || cellValue == 0)
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{
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return;
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}
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int effectIndex = -1;
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for (int i = 0; i < 80; i++)
|
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{
|
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if (gravityFallEffects[i].ticks <= 0)
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||||
{
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effectIndex = i;
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break;
|
||||
}
|
||||
}
|
||||
|
||||
if (effectIndex < 0)
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{
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return;
|
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}
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|
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int totalTicks = 12 + (toY - fromY) * 2;
|
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if (totalTicks > 26)
|
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{
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totalTicks = 26;
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}
|
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|
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gravityFallEffects[effectIndex].ticks = totalTicks;
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gravityFallEffects[effectIndex].totalTicks = totalTicks;
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gravityFallEffects[effectIndex].x = x;
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gravityFallEffects[effectIndex].fromY = fromY;
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gravityFallEffects[effectIndex].toY = toY;
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gravityFallEffects[effectIndex].cellValue = cellValue;
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COLORREF particleColor = BrickColor[(cellValue - 1) % 7];
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AddParticle(x * 100 + 50, toY * 100 + 18, -2 - rand() % 5, -12 - rand() % 7, 4, particleColor);
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AddParticle(x * 100 + 50, toY * 100 + 18, 2 + rand() % 5, -12 - rand() % 7, 4, particleColor);
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AddCellFlash(x, toY, RGB(210, 245, 255), true);
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}
|
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||||
/**
|
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* @brief 判断指定方块、旋转状态和位置是否可以合法放置。
|
||||
*/
|
||||
bool IsPiecePlacementValid(int pieceType, int pieceState, Point position)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
if (bricks[pieceType][pieceState][i][j] == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int checkY = position.y + i;
|
||||
int checkX = position.x + j;
|
||||
|
||||
if (checkX < 0 || checkX >= nGameWidth || checkY >= GetRoguePlayableHeight())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (checkY >= 0 && workRegion[checkY][checkX] != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 尝试把旋转后的方块横向偏移指定格数后放置。
|
||||
*/
|
||||
bool TryRotateWithOffset(int nextState, int offsetX)
|
||||
{
|
||||
Point rotatedPoint = point;
|
||||
rotatedPoint.x += offsetX;
|
||||
return IsPiecePlacementValid(type, nextState, rotatedPoint);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 视频复活后清理顶部空间并恢复一局游戏。
|
||||
*/
|
||||
void ReviveAfterVideo()
|
||||
{
|
||||
if (!gameOverFlag || !reviveAvailable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
reviveAvailable = false;
|
||||
gameOverFlag = false;
|
||||
suspendFlag = false;
|
||||
currentScreen = SCREEN_PLAYING;
|
||||
|
||||
int playableHeight = GetRoguePlayableHeight();
|
||||
int rowsToClear = playableHeight / 3;
|
||||
if (rowsToClear < 5)
|
||||
{
|
||||
rowsToClear = 5;
|
||||
}
|
||||
|
||||
for (int y = 0; y < rowsToClear && y < playableHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < nGameWidth; x++)
|
||||
{
|
||||
workRegion[y][x] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
type = ConsumeNextType();
|
||||
nType = nextTypes[0];
|
||||
state = 0;
|
||||
holdUsedThisTurn = false;
|
||||
RollCurrentPieceSpecialFlags(true);
|
||||
point = GetSpawnPoint(type);
|
||||
target = point;
|
||||
ComputeTarget();
|
||||
|
||||
SetFeedbackMessage(_T("复活成功"), _T("已清理顶部空间,本局复活机会已用完。"), 14);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 按指定模式开始新游戏。
|
||||
*/
|
||||
void StartGameWithMode(int mode)
|
||||
{
|
||||
rogueDemoMode = false;
|
||||
currentMode = mode;
|
||||
currentScreen = SCREEN_PLAYING;
|
||||
upgradeListScrollOffset = 0;
|
||||
Restart();
|
||||
currentFallInterval = (currentMode == MODE_ROGUE) ? GetRogueFallInterval() : 500;
|
||||
tScore = (currentMode == MODE_CLASSIC) ? classicStats.score : rogueStats.score;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 返回主菜单并清理游戏中的临时界面状态。
|
||||
*/
|
||||
void ReturnToMainMenu()
|
||||
{
|
||||
rogueDemoMode = false;
|
||||
currentScreen = SCREEN_MENU;
|
||||
suspendFlag = false;
|
||||
gameOverFlag = false;
|
||||
ResetVisualEffects();
|
||||
ResetPendingRogueVisualEvents();
|
||||
helpScrollOffset = 0;
|
||||
creditPageIndex = 0;
|
||||
creditAnimationTicks = 0;
|
||||
creditAnimationDirection = 0;
|
||||
upgradeListScrollOffset = 0;
|
||||
pendingLineClearEffectTicks = 0;
|
||||
pendingLineClearEffectRowCount = 0;
|
||||
pendingLineClearEffectLineCount = 0;
|
||||
menuState.optionCount = 4;
|
||||
ResetUpgradeUiState();
|
||||
|
||||
if (menuState.selectedIndex < 0 || menuState.selectedIndex >= menuState.optionCount)
|
||||
{
|
||||
menuState.selectedIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 打开规则说明界面并重置说明页状态。
|
||||
*/
|
||||
void OpenRulesScreen()
|
||||
{
|
||||
rogueDemoMode = false;
|
||||
currentScreen = SCREEN_RULES;
|
||||
suspendFlag = false;
|
||||
helpState.selectedIndex = 0;
|
||||
helpState.optionCount = 4;
|
||||
helpState.currentPage = 0;
|
||||
helpScrollOffset = 0;
|
||||
creditPageIndex = 0;
|
||||
creditAnimationTicks = 0;
|
||||
creditAnimationDirection = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 打开致谢界面并重置致谢页切换状态。
|
||||
*/
|
||||
void OpenSkillDemoScreen()
|
||||
{
|
||||
rogueDemoMode = false;
|
||||
currentScreen = SCREEN_RULES;
|
||||
suspendFlag = false;
|
||||
helpState.selectedIndex = 0;
|
||||
helpState.optionCount = 4;
|
||||
helpState.currentPage = 5;
|
||||
helpScrollOffset = 0;
|
||||
creditPageIndex = 0;
|
||||
creditAnimationTicks = 0;
|
||||
creditAnimationDirection = 0;
|
||||
}
|
||||
|
||||
void OpenCreditScreen()
|
||||
{
|
||||
rogueDemoMode = false;
|
||||
currentScreen = SCREEN_RULES;
|
||||
suspendFlag = false;
|
||||
helpState.selectedIndex = 0;
|
||||
helpState.optionCount = 4;
|
||||
helpState.currentPage = 4;
|
||||
helpScrollOffset = 0;
|
||||
creditPageIndex = 0;
|
||||
creditAnimationTicks = 0;
|
||||
creditAnimationDirection = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 切换致谢页图片,并启动左右滑动动画。
|
||||
*/
|
||||
void ChangeCreditPage(int direction)
|
||||
{
|
||||
constexpr int creditPageCount = 4;
|
||||
if (direction == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int oldPageIndex = creditPageIndex;
|
||||
if (direction > 0)
|
||||
{
|
||||
creditPageIndex++;
|
||||
creditAnimationDirection = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
creditPageIndex--;
|
||||
creditAnimationDirection = -1;
|
||||
}
|
||||
|
||||
if (creditPageIndex < 0)
|
||||
{
|
||||
creditPageIndex = creditPageCount - 1;
|
||||
}
|
||||
if (creditPageIndex >= creditPageCount)
|
||||
{
|
||||
creditPageIndex = 0;
|
||||
}
|
||||
|
||||
if (creditPageIndex != oldPageIndex)
|
||||
{
|
||||
creditAnimationTicks = 60;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user