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dungeon-gunner/source/Game.cpp
Felix Ableitner 51cf1d9c68 Added enemies back in.
Fixed a bug where Pathfinder areas were created incorrectly, also
added a debug draw function to Pathfinder
2013-06-21 17:40:39 +02:00

206 lines
4.1 KiB
C++

/*
* Game.cpp
*
* Created on: 05.07.2012
* Author: Felix
*/
#include "Game.h"
#include <Thor/Vectors.hpp>
#include "generator/Generator.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(sf::RenderWindow& window) :
mWindow(window),
mView(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<Player>(new Player(mWorld, mPathfinder,
mGenerator.getPlayerSpawn()));
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();
mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition());
}
}
/**
* 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<float>
Game::convertCoordinates(int x, int y) {
return mWindow.mapPixelToCoords(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.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();
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();
}