This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/Game.cpp

247 lines
5.2 KiB
C++
Raw Normal View History

/*
* Game.cpp
*
* Created on: 05.07.2012
* Author: Felix
*/
#include "Game.h"
#include "abstract/Actor.h"
2012-09-12 12:21:57 +00:00
#include "sprite/Cover.h"
#include "sprite/Enemy.h"
#include "util/Loader.h"
#include "util/ResourceManager.h"
#include "util/String.h"
/// Goal amount of frames per second.
const int Game::FPS_GOAL = 60;
/// Milliseconds per tick at FPS_GOAL.
const float Game::TICKS_GOAL = 1000 / Game::FPS_GOAL;
/**
* Initializes game, including window and objects (sprites).
*/
Game::Game(const Vector2i& resolution) :
mWorld(b2Vec2(0, 0)),
mWindow(sf::VideoMode(resolution.x, resolution.y, 32), "Roguelike Shooter",
sf::Style::Close | sf::Style::Titlebar),
mView(Vector2f(0, 0), Vector2f(resolution)),
//mFps("test"),
2012-09-12 12:21:57 +00:00
mTileManager(mWorld),
mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f)),
mElapsed(0),
mQuit(false),
mPaused(false) {
mWindow.setFramerateLimit(FPS_GOAL);
2012-09-12 12:21:57 +00:00
mWindow.setKeyRepeatEnabled(true);
2012-09-11 14:22:47 +00:00
mWorld.SetContactListener(this);
2012-09-12 12:21:57 +00:00
mTileManager.generate();
for (int i = 0; i < 500; i += 50) {
mCollection.insert(std::shared_ptr<Sprite>(new Cover(Vector2f(i, i), Vector2i(20, 20),
mWorld)));
2012-09-12 12:21:57 +00:00
}
mCollection.insert(std::shared_ptr<Sprite>(new Enemy(mWorld, Vector2f(400.0f, 200.0f),
mCollection)));
}
/**
* Closes window.
*/
Game::~Game() {
mWindow.close();
}
/**
* Runs the game loop.
*/
void
Game::loop() {
sf::Uint32 left = 0;
while (!mQuit) {
input();
for (; !mPaused && (left >= TICKS_GOAL); left -= TICKS_GOAL) {
Actor::think(TICKS_GOAL);
mWorld.Step(1.0f / FPS_GOAL, 8, 3);
mCollection.checkDelete();
}
//mFps.setString(getFps());
tick();
left += mElapsed;
render();
}
}
/**
* Saves ticks since last call.
*/
void
Game::tick() {
mElapsed = mClock.restart().asMilliseconds();
if (mPaused) {
mElapsed = 0;
}
}
/**
* Handles general game input.
*/
void
Game::input() {
sf::Event event;
while (mWindow.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
mQuit = true;
break;
case sf::Event::KeyPressed:
keyDown(event);
break;
case sf::Event::KeyReleased:
keyUp(event);
break;
case sf::Event::MouseButtonReleased:
mouseUp(event);
break;
case sf::Event::MouseMoved:
mPlayer.setCrosshairPosition(convertCoordinates(event.mouseMove.x, event.mouseMove.y));
break;
default:
break;
}
}
}
/**
* Handles key up event. This is used for events that only fire once per keypress.
*/
void
Game::keyUp(const sf::Event& event) {
switch (event.key.code) {
case sf::Keyboard::Escape:
mQuit = true;
break;
case sf::Keyboard::Space:
mPaused = !mPaused;
break;
2012-09-12 18:10:29 +00:00
case sf::Keyboard::W:
mPlayer.setDirection(Player::DIRECTION_UP, true);
break;
case sf::Keyboard::S:
mPlayer.setDirection(Player::DIRECTION_DOWN, true);
break;
case sf::Keyboard::A:
mPlayer.setDirection(Player::DIRECTION_LEFT, true);
break;
case sf::Keyboard::D:
mPlayer.setDirection(Player::DIRECTION_RIGHT, true);
break;
default:
break;
}
}
/**
* Handles key down event. This is used for any events that refire automatically.
*/
void
Game::keyDown(const sf::Event& event) {
switch (event.key.code) {
2012-09-12 18:10:29 +00:00
case sf::Keyboard::W:
mPlayer.setDirection(Player::DIRECTION_UP, false);
break;
case sf::Keyboard::S:
mPlayer.setDirection(Player::DIRECTION_DOWN, false);
break;
case sf::Keyboard::A:
mPlayer.setDirection(Player::DIRECTION_LEFT, false);
break;
case sf::Keyboard::D:
mPlayer.setDirection(Player::DIRECTION_RIGHT, false);
break;
default:
break;
}
}
/**
* Converts a screen coordinate to a world coordinate.
*/
sf::Vector2<float>
Game::convertCoordinates(int x, int y) {
return mWindow.convertCoords(Vector2i(x, y), mView);
}
/**
* Handles mouse key up events.
*/
void
Game::mouseUp(const sf::Event& event) {
switch (event.mouseButton.button) {
case sf::Mouse::Left:
mPlayer.fire();
break;
case sf::Mouse::Right:
mPlayer.move(convertCoordinates(event.mouseButton.x, event.mouseButton.y));
break;
default:
break;
}
}
/**
* Renders world and GUI.
*/
void
Game::render() {
mWindow.clear();
mView.setCenter(mPlayer.getPosition());
// Render world and dynamic stuff.
mWindow.setView(mView);
mWindow.draw(mTileManager);
mWindow.draw(mCollection);
mWindow.draw(mPlayer);
// Render GUI and static stuff.
mWindow.setView(mWindow.getDefaultView());
//mWindow.draw(mFps);
mWindow.display();
}
/**
* Returns current FPS as string.
*/
sf::String
Game::getFps() {
return str((mElapsed != 0) ? 1000.0f / mElapsed : 0.0f, 2);
}
/**
* Begin of collision, call callback function on both objects.
*/
void
Game::BeginContact(b2Contact* contact) {
Physical& first = *static_cast<Physical*>(contact->GetFixtureA()->GetBody()->GetUserData());
Physical& second = *static_cast<Physical*>(contact->GetFixtureB()->GetBody()->GetUserData());
if (!first.doesCollide(second) || !second.doesCollide(first)) {
contact->SetEnabled(false);
return;
}
first.onCollide(second, second.getCategory());
second.onCollide(first, first.getCategory());
}