51cf1d9c68
Fixed a bug where Pathfinder areas were created incorrectly, also added a debug draw function to Pathfinder
206 lines
4.1 KiB
C++
206 lines
4.1 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 "sprites/Enemy.h"
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#include "sprites/Player.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(sf::RenderWindow& window) :
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mWindow(window),
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mView(sf::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(sf::Vector2f());
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mPathfinder,
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mGenerator.getPlayerSpawn()));
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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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mWorld.step(elapsed);
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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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* 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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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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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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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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sf::Vector2<float>
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Game::convertCoordinates(int x, int y) {
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return mWindow.mapPixelToCoords(sf::Vector2i(x, y), mView);
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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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mView.setCenter(mPlayer->getPosition());
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// Render world and dynamic stuff.
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mWindow.setView(mView);
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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.display();
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}
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