#include "master.hpp"
#include "resources.hpp"
#include <cmath>
#include <cstdlib>
#include <ctime>
#include "../ui/menus.hpp"
#define XOFFSET 75
#define YOFFSET 100
extern sceneManager *sceneMgr;
SMELT *introScene::sm=0;
bool introScene::sceneUpdate()
{
bool done=bcnt>400;
for(int i=0;i<bcnt;++i)
{
pos[i]=pos[i]+vel[i];
vel[i]=vel[i]+acc[i];
if(pos[i].x>-40&&pos[i].x<1000&&pos[i].y>-40&&pos[i].y<800)done=false;
if(scale[i]>0.7)scale[i]-=0.1;else scale[i]=0.6;
}
if(done)
{
mainMenuScn=new mainMenuScene;
sceneMgr->activateScene("MainMenu");
delete this;
}
delay+=sm->smGetDelta();
if(delay<0.016)return false;
delay=0;
for(int cc=0;cc<3;++cc)
{
++step;
if(ch==0)//C
{
float angle=(60-step)/45.*PI+PI/3.;
pos[bcnt]=smvec2d(100+XOFFSET+80*cos(angle),200+YOFFSET+80*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>=60){++ch;step=0;}
}
if(ch==1)//h
{
if(step<=40)
{
pos[bcnt]=smvec2d(180+XOFFSET,120+YOFFSET+step*4);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>40&&step<70)
{
float angle=(step-40)/30.*PI+PI;
pos[bcnt]=smvec2d(210+XOFFSET+30*cos(angle),220+YOFFSET+30*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>=70)
{
pos[bcnt]=smvec2d(240+XOFFSET,220+YOFFSET+(step-70)*4);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>=85){++ch;step=0;}
}
}
if(ch==2)//r
{
if(step<=20)
{
pos[bcnt]=smvec2d(280+XOFFSET,200+YOFFSET+step*4);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>20)
{
float angle=(step-20)/30.*PI+PI;
pos[bcnt]=smvec2d(310+XOFFSET+30*cos(angle),230+YOFFSET+30*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>=45){++ch;step=0;}
}
}
if(ch==3)//i
{
if(step<=20)
{
pos[bcnt]=smvec2d(360+XOFFSET,200+YOFFSET+step*4);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>20)
{
pos[bcnt]=smvec2d(360+XOFFSET,180+YOFFSET);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
++ch;step=0;
}
}
if(ch==4)//s
{
if(step<=30)
{
float angle=(30-step)/30.*PI+2*PI/3.;
pos[bcnt]=smvec2d(450+XOFFSET+40*cos(angle),170+YOFFSET+40*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>30)
{
float angle=(step-30)/30.*PI+5*PI/3.;
pos[bcnt]=smvec2d(410+XOFFSET+40*cos(angle),239.282+YOFFSET+40*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>60){++ch;step=0;}
}
}
if(ch==5)
{
float angle=-step/30.*PI+3*PI/2.;
pos[bcnt]=smvec2d(520+XOFFSET+40*cos(angle),240+YOFFSET+40*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>60){++ch;step=0;}
}
if(ch==6)
{
if(step<=30)
{
float angle=(30-step)/30.*PI+PI;
pos[bcnt]=smvec2d(620+XOFFSET+30*cos(angle),160+YOFFSET+30*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>30&&step<=55)
{
pos[bcnt]=smvec2d(590+XOFFSET,160+YOFFSET+(step-30)*5);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>55)
{
pos[bcnt]=smvec2d(570+XOFFSET+(step-55)*4,190+YOFFSET);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>75){++ch;step=0;}
}
}
if(ch==7)
{
if(step<=20)
{
pos[bcnt]=smvec2d(700+XOFFSET,160+YOFFSET+step*5);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>25&&step<=55)
{
float angle=(55-step)/30.*PI;
pos[bcnt]=smvec2d(730+XOFFSET+30*cos(angle),260+YOFFSET+30*sin(angle));
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
}
if(step>55)
{
pos[bcnt]=smvec2d(680+XOFFSET+(step-55)*4,190+YOFFSET);
vel[bcnt]=smvec2d(0,0);acc[bcnt]=smvec2d(0,0);scale[bcnt]=1.5;++bcnt;
if(step>75){++ch;step=0;}
}
}
if(ch==8)
{if(step>120){++ch;step=0;}}
if(ch==9)
{
for(int i=0;i<bcnt;++i)
{
do{acc[i]=smvec2d(rand()%100-50.,rand()%100-50.);acc[i].normalize();
}while(acc[i].l()<1E-6);
acc[i]=(rand()%100/400.+0.2)*acc[i];
}
++ch;
}
if(ch==10)
{if(step>180){++ch;step=0;}}
}
return false;
}
bool introScene::sceneRender()
{
if(ch!=11)
sm->smClrscr(0xFF000000);
else
{int c=step*4>255?255:step*4;sm->smClrscr(ARGB(255,c,c,c));}
for(int i=0;i<bcnt;++i)
blt->render(pos[i].x,pos[i].y,0,scale[i],scale[i]);
return false;
}
introScene::introScene()
{
sm=smGetInterface(SMELT_APILEVEL);
pos=new smvec2d[1024];vel=new smvec2d[1024];
scale=new float[1024];acc=new smvec2d[1024];
extern const char* bsnames[];
smTexInfo *ti=ssanm.getTextureInfo(bsnames[rand()%8]);
blt=new smEntity2D(ti->tex,ti->rect);
blt->setCentre(12,12);
blt->setColor(0xC0FFFFFF);
sceneMgr->registerScene(this,"Intro",1000);
}
void introScene::introInit()
{
bcnt=step=ch=0;
sceneMgr->activateScene("Intro");
}
introScene::~introScene()
{
sceneMgr->deactivateScene("Intro");
delete[] pos;delete[] vel;delete[] acc;delete[] scale;delete blt;
sm->smRelease();
}