/* * Game.cpp * * Created on: 05.07.2012 * Author: Felix */ #include "Game.h" #include "generator/Generator.h" #include "sprites/Enemy.h" #include "sprites/Player.h" #include "util/Yaml.h" #include "util/Log.h" const int Game::FPS_GOAL = 60; /** * Initializes game, including window and objects (sprites). */ Game::Game(sf::RenderWindow& window) : mWindow(window), mView(sf::Vector2f(0, 0), mWindow.getView().getSize()), mTileManager(mWorld), mQuit(false), mPaused(false) { mWindow.setFramerateLimit(FPS_GOAL); mWindow.setKeyRepeatEnabled(true); Generator generator; generator.generateTiles(mTileManager, sf::IntRect(-16, -16, 32, 32)); mPlayer = std::shared_ptr(new Player(mWorld, mTileManager, sf::Vector2f(0.0f, 0.0f), Yaml("player.yaml"))); mWorld.insertCharacter(mPlayer); } /** * Closes window. */ Game::~Game() { mWindow.close(); } /** * Runs the game loop. */ void Game::loop() { while (!mQuit) { input(); int elapsed = mClock.restart().asMilliseconds(); if (mPaused) elapsed = 0; mWorld.think(elapsed); mWorld.step(elapsed); render(); } } /** * 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::MouseButtonPressed: mouseDown(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; 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) { 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 Game::convertCoordinates(int x, int y) { return mWindow.convertCoords(sf::Vector2i(x, y), mView); } void Game::mouseDown(const sf::Event& event) { switch(event.mouseButton.button) { case sf::Mouse::Left: mPlayer->pullTrigger(); break; case sf::Mouse::Right: mPlayer->setDestination(convertCoordinates(event.mouseMove.x, event.mouseMove.y)); default: break; } } /** * Handles mouse key up events. */ void Game::mouseUp(const sf::Event& event) { switch (event.mouseButton.button) { case sf::Mouse::Left: mPlayer->releaseTrigger(); 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(mWorld); // Render GUI and static stuff. mWindow.setView(mWindow.getDefaultView()); mWindow.display(); }