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symboliclogic.h
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// Brain Party
// Copyright (C) 2010 Paul Hudson (http://www.tuxradar.com/brainparty)
// Brain Party is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef __SYMBOLICLOGIC_H__
#define __SYMBOLICLOGIC_H__
#include "Minigame.h"
enum PremiseTypes { ALL_JOB, NONE_JOB, ALL_ITEM, NONE_ITEM, PERSON };
class BPMiniGame_SymbolicLogic_Item {
public:
string SingularDesc;
string Negative;
string PluralDesc;
string Noun;
BPMiniGame_SymbolicLogic_Item(const char* singular, const char* negative, const char* plural, const char* noun) {
SingularDesc = string(singular);
Negative = string(negative);
PluralDesc = string(plural);
Noun = string(noun);
}
~BPMiniGame_SymbolicLogic_Item() {
}
};
class BPMiniGame_SymbolicLogic_Premise {
public:
PremiseTypes Type;
BPMiniGame_SymbolicLogic_Item* Item;
BPMiniGame_SymbolicLogic_Item* Item2; // for example, "all cat owners own a dog"
string Job;
string Text;
BPMiniGame_SymbolicLogic_Premise() {
Item = Item2 = NULL;
}
~BPMiniGame_SymbolicLogic_Premise() {
// if (Text != NULL) {
// SAFE_DELETE(Text);
// }
}
};
class BPMiniGame_SymbolicLogic : public BPMiniGame {
public:
BPMiniGame_SymbolicLogic(BPGame* game);
~BPMiniGame_SymbolicLogic();
void Start();
int GetWeight();
void Render();
const char* FlattenPremise(BPMiniGame_SymbolicLogic_Premise* premise);
void Tick();
void OnMouseDown();
void OnMouseMove();
void OnMouseUp();
void LevelUp();
PremiseTypes GetPremiseType();
string GetRandomJob();
void SetMarathon();
protected:
Texture* sfcBackground;
MiniGameStates GameState;
int LastStateChange;
int CurrentLevel;
int NumTries;
int Score;
BPPList<BPMiniGame_SymbolicLogic_Item*> LogicItems;
BPPList<BPMiniGame_SymbolicLogic_Premise*> Premises;
string* Conclusion;
bool AnswerIsTrue;
SpriteFont* sfcText;
int TimeStarted;
};
#endif