BeagleRescue/src/game/Game.cpp

418 lines
13 KiB
C++

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