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dungeon-gunner/source/Game.cpp

308 lines
7.4 KiB
C++

/*
* Game.cpp
*
* Created on: 05.07.2012
* Author: Felix
*/
#include "Game.h"
#include <Thor/Vectors.hpp>
#include "generator/Generator.h"
#include "items/Heal.h"
#include "items/Shield.h"
#include "sprites/Enemy.h"
#include "sprites/Player.h"
#include "util/Loader.h"
#include "util/ResourceManager.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(Vector2f(0, 0), mWindow.getView().getSize()),
mGenerator(mWorld, mPathfinder),
mQuit(false),
mPaused(false) {
mWindow.setFramerateLimit(FPS_GOAL);
mWindow.setKeyRepeatEnabled(false);
mGenerator.generateCurrentAreaIfNeeded(Vector2f());
initPlayer();
mCrosshairTexture = ResourceManager::i().acquire(Loader::i()
.fromFile<sf::Texture>("crosshair.png"));
mCrosshair.setTexture(*mCrosshairTexture, true);
mWindow.setMouseCursorVisible(false);
mHealth = window.add<tgui::Label>();
mHealth->setTextSize(20);
mAmmo = window.add<tgui::Label>();
mAmmo->setTextSize(20);
mCurrentWeapon = window.add<tgui::Label>();
mCurrentWeapon->setTextSize(14);
mLeftGadget = window.add<tgui::Label>();
mLeftGadget->setTextSize(14);
mRightGadget = window.add<tgui::Label>();
mRightGadget->setTextSize(14);
mPickupInstruction = window.add<tgui::Label>();
mPickupInstruction->setTextSize(14);
}
void Game::initPlayer() {
mPlayer = std::shared_ptr < Player
> (new Player(mWorld, mPathfinder, mGenerator.getPlayerSpawn()));
mPlayer->setLeftGadget(std::shared_ptr < Gadget > (new Heal()));
mPlayer->setRightGadget(std::shared_ptr < Gadget > (new Shield()));
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);
if (mPlayer->getHealth() == 0) {
Vector2f pos = mPlayer->getCrosshairPosition();
mWorld.remove(mPlayer);
initPlayer();
mPlayer->setCrosshairPosition(pos);
}
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());
mLeftGadget->setText(mPlayer->getLeftGadgetName());
mRightGadget->setText(mPlayer->getRightGadgetName());
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);
mLeftGadget->setPosition(mWindow.getSize().x / 2 - mLeftGadget->getSize().x - 10,
mWindow.getSize().y - mLeftGadget->getSize().y);
mRightGadget->setPosition(mWindow.getSize().x / 2 + 10,
mWindow.getSize().y - mRightGadget->getSize().y);
auto item = mWorld.getClosestItem(mPlayer->getPosition());
if (item.get() != nullptr) {
mPickupInstruction->setText("F - pick up " + item->getName());
mPickupInstruction->setPosition(
mWindow.getSize().x / 2 - mPickupInstruction->getSize().x / 2,
mWindow.getSize().y * 0.66f);
mPickupInstruction->show();
}
else
mPickupInstruction->hide();
}
/**
* 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));
mCrosshair.setPosition(Vector2f(sf::Mouse::getPosition(mWindow) - Vector2i(mCrosshair.getTextureRect().width, mCrosshair.getTextureRect().height) / 2));
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;
case sf::Keyboard::F:
mPlayer->pickUpItem();
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.
*/
Vector2<float>
Game::convertCoordinates(int x, int y) {
return mWindow.mapPixelToCoords(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.draw(mCrosshair);
mWindow.display();
}