308 lines
7.4 KiB
C++
308 lines
7.4 KiB
C++
/*
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* Game.cpp
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*
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* Created on: 05.07.2012
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* Author: Felix
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*/
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#include "Game.h"
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#include <Thor/Vectors.hpp>
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#include "generator/Generator.h"
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#include "items/Heal.h"
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#include "items/Shield.h"
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#include "sprites/Enemy.h"
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#include "sprites/Player.h"
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#include "util/Loader.h"
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#include "util/ResourceManager.h"
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#include "util/Yaml.h"
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const int Game::FPS_GOAL = 60;
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/**
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* Initializes game, including window and objects (sprites).
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*/
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Game::Game(tgui::Window& window) :
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mWindow(window),
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mWorldView(Vector2f(0, 0), mWindow.getView().getSize()),
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mGenerator(mWorld, mPathfinder),
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mQuit(false),
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mPaused(false) {
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mWindow.setFramerateLimit(FPS_GOAL);
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mWindow.setKeyRepeatEnabled(false);
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mGenerator.generateCurrentAreaIfNeeded(Vector2f());
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initPlayer();
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mCrosshairTexture = ResourceManager::i().acquire(Loader::i()
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.fromFile<sf::Texture>("crosshair.png"));
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mCrosshair.setTexture(*mCrosshairTexture, true);
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mWindow.setMouseCursorVisible(false);
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mHealth = window.add<tgui::Label>();
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mHealth->setTextSize(20);
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mAmmo = window.add<tgui::Label>();
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mAmmo->setTextSize(20);
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mCurrentWeapon = window.add<tgui::Label>();
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mCurrentWeapon->setTextSize(14);
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mLeftGadget = window.add<tgui::Label>();
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mLeftGadget->setTextSize(14);
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mRightGadget = window.add<tgui::Label>();
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mRightGadget->setTextSize(14);
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mPickupInstruction = window.add<tgui::Label>();
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mPickupInstruction->setTextSize(14);
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}
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void Game::initPlayer() {
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mPlayer = std::shared_ptr < Player
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> (new Player(mWorld, mPathfinder, mGenerator.getPlayerSpawn()));
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mPlayer->setLeftGadget(std::shared_ptr < Gadget > (new Heal()));
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mPlayer->setRightGadget(std::shared_ptr < Gadget > (new Shield()));
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mWorld.insertCharacter(mPlayer);
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}
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/**
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* Closes window.
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*/
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Game::~Game() {
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mWindow.close();
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}
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/**
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* Runs the game loop.
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*/
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void
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Game::loop() {
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while (!mQuit) {
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input();
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int elapsed = mClock.restart().asMilliseconds();
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if (mPaused)
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elapsed = 0;
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mWorld.think(elapsed);
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if (mPlayer->getHealth() == 0) {
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Vector2f pos = mPlayer->getCrosshairPosition();
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mWorld.remove(mPlayer);
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initPlayer();
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mPlayer->setCrosshairPosition(pos);
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}
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mWorld.step(elapsed);
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updateGui();
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render();
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mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition());
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}
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}
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/**
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* Displays current player ammo in the ammo widget.
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*/
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void
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Game::updateGui() {
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int mag = mPlayer->getMagazineAmmo();
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int total = mPlayer->getTotalAmmo();
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std::string magString = tgui::to_string(mag);
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if (mag < 10) magString = "0" + magString;
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std::string totalString = tgui::to_string(total);
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if (total < 100) totalString = "0" + totalString;
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if (total < 10) totalString = "0" + totalString;
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mHealth->setText(tgui::to_string(mPlayer->getHealth()));
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mAmmo->setText(magString + "/" + totalString);
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mCurrentWeapon->setText(mPlayer->getWeaponName());
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mLeftGadget->setText(mPlayer->getLeftGadgetName());
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mRightGadget->setText(mPlayer->getRightGadgetName());
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mHealth->setPosition(0, mWindow.getSize().y - mHealth->getSize().y);
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mAmmo->setPosition(mWindow.getSize().x - mAmmo->getSize().x,
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mWindow.getSize().y - mAmmo->getSize().y);
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mCurrentWeapon->setPosition(mWindow.getSize().x - mCurrentWeapon->getSize().x,
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mAmmo->getPosition().y - mCurrentWeapon->getSize().y);
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mLeftGadget->setPosition(mWindow.getSize().x / 2 - mLeftGadget->getSize().x - 10,
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mWindow.getSize().y - mLeftGadget->getSize().y);
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mRightGadget->setPosition(mWindow.getSize().x / 2 + 10,
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mWindow.getSize().y - mRightGadget->getSize().y);
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auto item = mWorld.getClosestItem(mPlayer->getPosition());
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if (item.get() != nullptr) {
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mPickupInstruction->setText("F - pick up " + item->getName());
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mPickupInstruction->setPosition(
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mWindow.getSize().x / 2 - mPickupInstruction->getSize().x / 2,
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mWindow.getSize().y * 0.66f);
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mPickupInstruction->show();
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}
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else
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mPickupInstruction->hide();
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}
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/**
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* Handles general game input.
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*/
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void
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Game::input() {
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sf::Event event;
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while (mWindow.pollEvent(event)) {
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switch (event.type) {
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case sf::Event::Closed:
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mQuit = true;
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break;
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case sf::Event::KeyPressed:
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keyDown(event);
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break;
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case sf::Event::KeyReleased:
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keyUp(event);
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break;
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case sf::Event::MouseButtonPressed:
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mouseDown(event);
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break;
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case sf::Event::MouseButtonReleased:
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mouseUp(event);
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break;
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case sf::Event::MouseMoved:
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mPlayer->setCrosshairPosition(convertCoordinates(event.mouseMove.x,
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event.mouseMove.y));
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mCrosshair.setPosition(Vector2f(sf::Mouse::getPosition(mWindow) - Vector2i(mCrosshair.getTextureRect().width, mCrosshair.getTextureRect().height) / 2));
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break;
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case sf::Event::MouseWheelMoved:
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mPlayer->toggleWeapon();
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break;
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default:
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break;
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}
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}
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}
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/**
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* Handles key up event. This is used for events that only fire once per keypress.
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*/
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void
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Game::keyUp(const sf::Event& event) {
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switch (event.key.code) {
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case sf::Keyboard::Escape:
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mQuit = true;
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break;
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case sf::Keyboard::Space:
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mPaused = !mPaused;
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break;
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case sf::Keyboard::W:
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mPlayer->setDirection(Player::Direction::UP, true);
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break;
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case sf::Keyboard::S:
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mPlayer->setDirection(Player::Direction::DOWN, true);
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break;
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case sf::Keyboard::A:
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mPlayer->setDirection(Player::Direction::LEFT, true);
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break;
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case sf::Keyboard::D:
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mPlayer->setDirection(Player::Direction::RIGHT, true);
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break;
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case sf::Keyboard::F:
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mPlayer->pickUpItem();
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break;
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default:
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break;
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}
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}
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/**
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* Handles key down event. This is used for any events that refire automatically.
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*/
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void
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Game::keyDown(const sf::Event& event) {
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switch (event.key.code) {
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case sf::Keyboard::W:
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mPlayer->setDirection(Player::Direction::UP, false);
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break;
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case sf::Keyboard::S:
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mPlayer->setDirection(Player::Direction::DOWN, false);
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break;
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case sf::Keyboard::A:
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mPlayer->setDirection(Player::Direction::LEFT, false);
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break;
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case sf::Keyboard::D:
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mPlayer->setDirection(Player::Direction::RIGHT, false);
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break;
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case sf::Keyboard::Q:
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mPlayer->useLeftGadget();
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break;
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case sf::Keyboard::E:
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mPlayer->useRightGadget();
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break;
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case sf::Keyboard::R:
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mPlayer->reload();
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break;
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case sf::Keyboard::Num1:
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mPlayer->selectFirstWeapon();
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break;
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case sf::Keyboard::Num2:
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mPlayer->selectSecondWeapon();
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break;
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default:
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break;
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}
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}
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/**
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* Converts a screen coordinate to a world coordinate.
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*/
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Vector2<float>
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Game::convertCoordinates(int x, int y) {
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return mWindow.mapPixelToCoords(Vector2i(x, y), mWorldView);
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}
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void
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Game::mouseDown(const sf::Event& event) {
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switch(event.mouseButton.button) {
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case sf::Mouse::Left:
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mPlayer->pullTrigger();
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break;
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case sf::Mouse::Right:
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mPlayer->setDestination(convertCoordinates(event.mouseButton.x,
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event.mouseButton.y));
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break;
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default:
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break;
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}
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}
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/**
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* Handles mouse key up events.
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*/
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void
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Game::mouseUp(const sf::Event& event) {
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switch (event.mouseButton.button) {
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case sf::Mouse::Left:
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mPlayer->releaseTrigger();
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break;
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default:
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break;
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}
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}
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/**
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* Renders world and GUI.
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*/
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void
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Game::render() {
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mWindow.clear();
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mWorldView.setCenter(mPlayer->getPosition());
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// Render world and dynamic stuff.
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mWindow.setView(mWorldView);
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mWindow.draw(mWorld);
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// Render GUI and static stuff.
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mWindow.setView(mWindow.getDefaultView());
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mWindow.drawGUI();
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mWindow.draw(mCrosshair);
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mWindow.display();
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}
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