418 lines
13 KiB
C++
418 lines
13 KiB
C++
/*
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* Game.cpp
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*
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* Created on: Feb 9, 2020
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* Author: ayoungblood
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* Special Thanks to: Carl Birch of Let's Make Games
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* Nic Allen
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* Brian Lhota
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*/
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#include "Game.hpp"
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#include "../assetmgr/TextureManager.h"
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// #include "../assetmgr/Map.h"
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#include "../ecs/Components.h"
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#include "Collision.h"
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#include <string>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include "../assetmgr/AssetManager.h"
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// #include "../ui/UIText.h"
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#include "../ui/UINineSlice.h"
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#include "../cjson/cJSON.h"
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#include "tmxparser.h"
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// Map* map;
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Manager manager;
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UINineSlice* my9Slice;
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UINineSlice* scoreboard9Slice;
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UINineSlice* debugBox;
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GameStateManager* Game::gsm = new GameStateManager();
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SDL_Renderer* Game::renderer = nullptr;
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SDL_Event Game::event;
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SDL_Rect Game::camera;
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SDL_Rect levelMap;
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AssetManager* Game::assets = new AssetManager(&manager);
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bool Game::isRunning = false;
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bool Game::debugMenu = false;
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auto& player(manager.addEntity());
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// auto& enemy(manager.addEntity());
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auto& puppy(manager.addEntity());
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// auto& scoreboard(manager.addEntity());
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auto& uiInfo(manager.addEntity());
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auto& uiJumpInfo(manager.addEntity());
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auto& uiTextInstructions(manager.addEntity());
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auto& gameScene(manager.addEntity());
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bool Game::debugCollisionBoxes = false;
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bool Game::gravityOnPlayer = true;
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bool Game::playerIsGrounded = false;
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bool Game::playerIsJumping = false;
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int gScale = 0;
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int last_time;
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int current_time;
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int diff_time;
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std::string Game::BoolToString(bool b) {
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std::string myString;
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if (b) {
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myString = "true";
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} else {
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myString = "false";
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}
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return myString;
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}
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Game::Game() {
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// TODO Auto-generated constructor stub
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}
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Game::~Game() {
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// TODO Auto-generated destructor stub
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}
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void Game::init(const char *title, int width, int height, bool fullscreen, int globalScale)
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{
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camera = { 0, 0, width, height };
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int flags = 0;
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gScale = globalScale;
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if(fullscreen)
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{
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flags = SDL_WINDOW_FULLSCREEN;
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}
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if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
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{
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
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if(!window)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Couldn't create window: %s", SDL_GetError());
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}
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renderer = SDL_CreateRenderer(window, -1, 0);
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if(!renderer)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s", SDL_GetError());
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isRunning = false;
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}
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else
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{
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SDL_SetRenderDrawColor(renderer, 255,255,255,255);
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
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isRunning = true;
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}
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//Initialize SDL_mixer
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048)<0)
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{
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SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Couldn't initialize SDL audio mixer!, Error: %s", SDL_GetError());
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}
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// Trying out the halsafar/libtmx-parser
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tmxparser::TmxReturn error;
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tmxparser::TmxMap map;
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error = tmxparser::parseFromFile("assets/maps/testmapb64.tmx", &map, "assets/textures/tiles/");
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// current_time = SDL_GetTicks();
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if (!error)
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{
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// printf("Yay! Tile map loaded with no errors.\n");
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tmxparser::TmxLayer layer = map.layerCollection[0];
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levelMap.x = 0;
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levelMap.y = 0;
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levelMap.w = map.width*map.tileWidth*gScale;
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levelMap.h = map.height*map.tileHeight*gScale;
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// std::cout << "Map Width Tiles: " << map.width << std::endl;
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//iterate through rows and columns of the map to draw the tiles
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// // First cycle through rows
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// for (int r = 0;r<map.height;r++){
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// // Next cycle through each column or tile in that row:
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// for (int c = 0;c<map.width;c++){
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// int tileToDraw = map.layerCollection[0].tiles[r*map.width+c].gid;
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// std::cout << tileToDraw << ",";
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// }
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// std::cout << std::endl;
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// }
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// std::cout << map.height;
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// std::cout << "Map width: " << map.width << " tiles wide by: " << map.height << " tiles high" << std::endl;
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// for (int t = 0;t<map.width;t++){
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// std::cout << layer.tiles[t].gid << std::endl;
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// }
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} else {
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std::cout << "Encountered error loading map file: " << error << std::endl;
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}
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assets->AddTexture("player", "assets/textures/actors/firefighter.png");
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assets->AddTexture("font", "assets/textures/ui/ui-font-cloud-sans.png");
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assets->AddTexture("textBox", "assets/textures/ui/ui-element-cloud.png");
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assets->AddTexture("puppy","assets/textures/actors/beaglepuppy.png");
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assets->AddTexture("collider","assets/textures/ColTex.png");
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assets->AddMusicTrack("simonZ","assets/audio/music/sillypuppy.ogg");
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assets->AddMusicTrack("simonZ","assets/audio/music/victory.ogg");
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assets->AddSoundClip("bwoop","assets/audio/sfx/bwoop.wav");
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assets->AddSoundClip("bark1","assets/audio/sfx/Bark1.wav");
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assets->AddSoundClip("bark2","assets/audio/sfx/Bark2.wav");
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// map = new Map("terrain",globalScale,16);
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gameScene.addComponent<TileMapComponent>(map,gScale);
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gameScene.addGroup(groupMap);
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// std::string myText = "Find lost puppies!\nThey need your help!";
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std::string myText = "Press U to Start";
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uiTextInstructions.addComponent<TransformComponent>(18,22,138,20,gScale);
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uiTextInstructions.addComponent<UITextComponent>("font",myText,8,12,gScale);
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uiTextInstructions.addGroup(groupUI_Layer1);
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SDL_Rect myDestRect = SDL_Rect();
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myDestRect.x = 12;
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myDestRect.y = 8;
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myDestRect.w = 160;
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myDestRect.h = 40;
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my9Slice = new UINineSlice("textBox");
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my9Slice->MakeSlices("textBox",32,32,14,16,14,16,myDestRect,globalScale,Game::groupUI_Layer0);
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uiInfo.addComponent<TransformComponent>(camera.w-94,10,72,96,gScale);
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// uiInfo.addComponent<UITextComponent>("font", "CollisionHori: Vert: Jump: P.y : P.dy: YVec: ", 8, 12, 1);
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uiInfo.addComponent<UITextComponent>("font", "Camera CamX: CamY: Jump: P.y : P.dy: YVec: ", 8, 12, 1);
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uiInfo.addGroup(groupUI_Layer3);
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uiJumpInfo.addComponent<TransformComponent>(camera.w-48,48,40,12,gScale);
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uiJumpInfo.addComponent<UITextComponent>("font", "false", 8, 12, 1);
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uiJumpInfo.addGroup(groupUI_Layer3);
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// debug UI box
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SDL_Rect debugBoxRect = SDL_Rect();
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debugBoxRect.x = camera.w-(100*gScale);
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debugBoxRect.y = 4*gScale;
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debugBoxRect.w = 98*gScale;
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debugBoxRect.h = 100*gScale;
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debugBox = new UINineSlice("textBox");
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debugBox->MakeSlices("textBox",32,32,14,16,14,16,debugBoxRect,1,Game::groupUI_Layer2);
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//ecs implementation
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// player.addComponent<TransformComponent>(860*globalScale,640*globalScale,22,42,globalScale);
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player.addComponent<TransformComponent>(120*globalScale,120*globalScale,22,42,globalScale);
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player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/firefighter.json");
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// player.addComponent<PlayerController>(0.0,0.0,false,false,Vector2D().Zero());
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player.addComponent<ColliderComponent>("player",16*globalScale,32*globalScale, true, 2*globalScale,10*globalScale, "collider");
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player.addComponent<KeyboardController>();
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player.addGroup(groupPlayers);
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puppy.addComponent<TransformComponent>(1024*globalScale,210*globalScale,36,30,globalScale);
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puppy.addComponent<SpriteComponent>("puppy", SpriteComponent::spriteObject);
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puppy.addGroup(groupObjects);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't Initialize SDL: %s", SDL_GetError());
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isRunning = false;
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}
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}
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// ====== Setup groups
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auto& tiles(manager.getGroup(Game::groupMap));
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auto& players(manager.getGroup(Game::groupPlayers));
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auto& colliders(manager.getGroup(Game::groupColliders));
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auto& objects(manager.getGroup(Game::groupObjects));
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// auto& enemies(manager.getGroup(Game::groupEnemies));
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// auto& projectiles(manager.getGroup(Game::groupProjectiles));
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auto& gui(manager.getGroup(Game::groupUI_Layer0));
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auto& uiText(manager.getGroup(Game::groupUI_Layer1));
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auto& debugBG(manager.getGroup(Game::groupUI_Layer2));
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auto& debugText(manager.getGroup(Game::groupUI_Layer3));
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void Game::handleEvents()
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{
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SDL_PollEvent(&event);
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switch (event.type)
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{
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case SDL_QUIT:
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isRunning = false;
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break;
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default:
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break;
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}
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}
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void Game::update()
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{
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SDL_Rect playerCol = player.getComponent<ColliderComponent>().collider;
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Vector2D playerPos = player.getComponent<TransformComponent>().position;
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// if (gsm->currentState == GameStateManager::ST_INIT)
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// {
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// const char* initText = "Loading...";
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// text->ParseString(initText,12,22,gScale,"init");
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// const char* titleText = "Beagle Rescue";
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// const char* gameOverText = "Game Over";
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// }
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if (Mix_PlayingMusic() == 0 && gsm->currentState == GameStateManager::ST_COREGAME)
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{
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// std::cout << "Play Music Now" << std::endl;
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// Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
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}
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if (Mix_PlayingMusic() != 0 && gsm->currentState != GameStateManager::ST_COREGAME)
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{
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Mix_HaltMusic();
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}
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// if (Mix_PlayChannel(-1, Game::assets->GetSoundClip("bark1"),0) == 0)
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// {
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// Mix_PlayChannel(-1, Game::assets->GetSoundClip("bark1"),0);
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// }
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manager.refresh();
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manager.update();
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for (auto& c : colliders)
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{
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SDL_Rect cCol = c->getComponent<ColliderComponent>().collider;
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if(Collision::AABB(cCol, playerCol))
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{
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// if(!playerIsGrounded){
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// player.getComponent<SpriteComponent>().Play("Idle");
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// }
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// playerIsGrounded = true;
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// player.getComponent<TransformComponent>().position.y = player.getComponent<TransformComponent>().lastSafePos.y;
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// gravityOnPlayer = false;
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}
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}
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// Gravity
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// if (gravityOnPlayer){
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// player.getComponent<TransformComponent>().position.y += 3*gScale;
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// uiJumpInfo.getComponent<UITextComponent>().updateString("true");
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// } else {
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// uiJumpInfo.getComponent<UITextComponent>().updateString("false");
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// }
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// for(auto& p: projectiles)
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// {
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// if(Collision::AABB(player.getComponent<ColliderComponent>().collider, p->getComponent<ColliderComponent>().collider))
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// {
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// std::cout << "Projectile hit player" << std::endl;
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// p->destroy();
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// }
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// }
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camera.x = player.getComponent<TransformComponent>().position.x - camera.w/2;
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camera.y = player.getComponent<TransformComponent>().position.y - camera.h/2;
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if(camera.x < 0)
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camera.x = 0;
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if (camera.y < 0)
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camera.y = 0;
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// if (camera.x > levelMap.w-camera.w)
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// camera.x = levelMap.w-camera.w;
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// if (camera.y > levelMap.h-camera.h)
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// camera.y = levelMap.h-camera.h;
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if (Game::debugCollisionBoxes)
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{
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for (auto& c: colliders)
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{
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c->getComponent<ColliderComponent>().hidden = false;
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}
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for (auto& p: players)
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{
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p->getComponent<ColliderComponent>().hidden = false;
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}
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} else {
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for (auto& c: colliders)
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{
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c->getComponent<ColliderComponent>().hidden = true;
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}
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for (auto& p: players)
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{
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p->getComponent<ColliderComponent>().hidden = true;
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}
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}
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}
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void Game::render()
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{
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SDL_RenderClear(renderer);
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// if (gsm->currentState==GameStateManager::ST_COREGAME)
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// {
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// printf("Core Game state\n");
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// }
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for (auto& t : tiles)
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{
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t->draw();
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}
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for (auto& c : colliders)
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{
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c->draw();
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}
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for (auto& o : objects)
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{
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o->draw();
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}
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//
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// for (auto& e : enemies)
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// {
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// e->draw();
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// }
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for (auto& p : players)
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{
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p->draw();
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}
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if (gsm->currentState==GameStateManager::ST_TITLESCREEN||gsm->currentState==GameStateManager::ST_INIT||gsm->currentState==GameStateManager::ST_GAMEOVER){
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for (auto& guiElement : gui)
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{
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guiElement->draw();
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}
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for (auto& text : uiText)
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{
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text->draw();
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}
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}
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if (debugMenu)
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{
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for (auto& guiElement : debugBG)
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{
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guiElement->draw();
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}
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for (auto& text : debugText)
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{
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text->draw();
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}
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}
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SDL_RenderPresent(renderer);
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}
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void Game::clean()
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{
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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IMG_Quit();
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Mix_Quit();
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SDL_Quit();
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printf("Game Cleaned\n");
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}
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void Game::drawLine(Vector2D srcpt, Vector2D destpt, int red, int green, int blue)
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{
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SDL_SetRenderDrawColor(renderer, red, green, blue, 200);
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SDL_RenderDrawLine(renderer, srcpt.x, srcpt.y, destpt.x, destpt.y);
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}
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