/* * Game.cpp * * Created on: 05.07.2012 * Author: Felix */ #include "Game.h" #include #include "generator/Generator.h" #include "items/Heal.h" #include "items/Shield.h" #include "sprites/Enemy.h" #include "sprites/Player.h" #include "util/Yaml.h" const int Game::FPS_GOAL = 60; /** * Initializes game, including window and objects (sprites). */ Game::Game(tgui::Window& window) : mWindow(window), mWorldView(sf::Vector2f(0, 0), mWindow.getView().getSize()), mGenerator(mWorld, mPathfinder), mQuit(false), mPaused(false) { mWindow.setFramerateLimit(FPS_GOAL); mWindow.setKeyRepeatEnabled(false); mGenerator.generateCurrentAreaIfNeeded(sf::Vector2f()); mPlayer = std::shared_ptr(new Player(mWorld, mPathfinder, mGenerator.getPlayerSpawn())); mPlayer->setLeftGadget(std::shared_ptr(new Heal())); mPlayer->setRightGadget(std::shared_ptr(new Shield())); mWorld.insertCharacter(mPlayer); mHealth = window.add(); mHealth->setTextSize(20); mAmmo = window.add(); mAmmo->setTextSize(20); mCurrentWeapon = window.add(); mCurrentWeapon->setTextSize(14); } /** * 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); updateGui(); render(); mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition()); } } /** * Displays current player ammo in the ammo widget. */ void Game::updateGui() { int mag = mPlayer->getMagazineAmmo(); int total = mPlayer->getTotalAmmo(); std::string magString = tgui::to_string(mag); if (mag < 10) magString = "0" + magString; std::string totalString = tgui::to_string(total); if (total < 100) totalString = "0" + totalString; if (total < 10) totalString = "0" + totalString; mHealth->setText(tgui::to_string(mPlayer->getHealth())); mAmmo->setText(magString + "/" + totalString); mCurrentWeapon->setText(mPlayer->getWeaponName()); mHealth->setPosition(0, mWindow.getSize().y - mHealth->getSize().y); mAmmo->setPosition(mWindow.getSize().x - mAmmo->getSize().x, mWindow.getSize().y - mAmmo->getSize().y); mCurrentWeapon->setPosition(mWindow.getSize().x - mCurrentWeapon->getSize().x, mAmmo->getPosition().y - mCurrentWeapon->getSize().y); } /** * 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; case sf::Event::MouseWheelMoved: mPlayer->toggleWeapon(); 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; case sf::Keyboard::Q: mPlayer->useLeftGadget(); break; case sf::Keyboard::E: mPlayer->useRightGadget(); break; case sf::Keyboard::R: mPlayer->reload(); break; case sf::Keyboard::Num1: mPlayer->selectFirstWeapon(); break; case sf::Keyboard::Num2: mPlayer->selectSecondWeapon(); break; default: break; } } /** * Converts a screen coordinate to a world coordinate. */ sf::Vector2 Game::convertCoordinates(int x, int y) { return mWindow.mapPixelToCoords(sf::Vector2i(x, y), mWorldView); } 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.mouseButton.x, event.mouseButton.y)); break; 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(); mWorldView.setCenter(mPlayer->getPosition()); // Render world and dynamic stuff. mWindow.setView(mWorldView); mWindow.draw(mWorld); // Render GUI and static stuff. mWindow.setView(mWindow.getDefaultView()); mWindow.drawGUI(); mWindow.display(); }