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Game.cpp
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Game.cpp
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#include "Game.h"
// Utils
#include "Utils/Debug.h"
#include "Utils/Timer.h"
#include "Utils/FpsCounter.h"
Game::Game(StateManager* stateManager) : stateManager(stateManager)
{
resManager = stateManager->GetResourceManager();
settings = stateManager->GetSettings();
screen = stateManager->GetGpuTarget();
}
Game::~Game()
{
if (resManager)
resManager->FreeResources();
resManager = nullptr;
stateManager = nullptr;
settings = nullptr;
screen = nullptr;
free(vertex_values);
vertex_values = nullptr;
}
void Game::Enter()
{
// Controls
moveLeft = settings->GetMoveLeft(); //Controls::LEFT;
moveUp = settings->GetMoveUp(); //Controls::UP;
moveRight = settings->GetMoveRight(); //Controls::RIGHT;
moveDown = settings->GetMoveDown(); //Controls::DOWN;
//
playerPosX = 500.0f;
playerPosY = 500.0f;
playerVelX = 0.0f;
playerVelY = 0.0f;
playerMaxSpeedX = 300.0f;
playerMaxSpeedY = 300.0f;
//
// Load resources
//
// Font
fontSharedBig = resManager->GetSharedFontResourceIdByName("Data\\Fonts\\OpenSans-Regular-64.fnt");
// Image
imgPlayer = resManager->GetGpuImageResourceIdByName("Data\\__General__\\spr_body_0.png");
imgGrass = resManager->GetGpuImageResourceIdByName("Data\\__General__\\bg_grass.png");
imgTinyHouseFloor = resManager->GetGpuImageResourceIdByName("Data\\TinyHouse\\spr_tinyhouse_floor_0.png");
imgTinyHouseOutWest = resManager->GetGpuImageResourceIdByName("Data\\TinyHouse\\tinyhouseOutWest.png");
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// VERT DATA
//
// house
num_vertices = 3;
floats_per_vertex = 2 + 2 + 4; // Vert(x,y) , TexCoord(s,t) , Color(r,g,b,a)
vertex_values = (float*)malloc(sizeof(float)*num_vertices*floats_per_vertex);
//
// Note: PNG file is read backwards (stb png lib)
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// VERT A
//
// Vert pos X,Y
vertex_values[0] = 100.0f;
vertex_values[1] = 228.0f;
// Tex coord S,T
if (imgTinyHouseOutWest != NULL)
{
vertex_values[2] = 0.0f;
vertex_values[3] = 0.0f;
}
// Color RGBA
vertex_values[4] = 255.0f;
vertex_values[5] = 255.0f;
vertex_values[6] = 255.0f;
vertex_values[7] = 255.0f;
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// VERT B
//
// Vert pos X,Y
vertex_values[8] = 100.0f;
vertex_values[9] = 100.0f;
// Tex coord S,T
if (imgTinyHouseOutWest != NULL)
{
vertex_values[10] = 0.0f;
vertex_values[11] = 1.0f;
}
// Color RGBA
vertex_values[12] = 255.0f;
vertex_values[13] = 255.0f;
vertex_values[14] = 255.0f;
vertex_values[15] = 255.0f;
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// VERT C
//
// Vert pos X,Y
vertex_values[16] = 150.0f;
vertex_values[17] = 100.0f;
// Tex coord S,T
if (imgTinyHouseOutWest != NULL)
{
vertex_values[18] = 1.0f;
vertex_values[19] = 1.0f;
}
// Color RGBA
vertex_values[20] = 255.0f;
vertex_values[21] = 255.0f;
vertex_values[22] = 255.0f;
vertex_values[23] = 255.0f;
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// TIMER
TimerStart();
// FPS
showFPS = settings->GetShowFps();
lastFPS = "0";
// State
state = ToState::Run;
}
void Game::Exit()
{
resManager->FreeResources();
resManager = nullptr;
}
ToState Game::Update()
{
// **** TIMER ****
dt = TimerGet();
// **** FPS COUNTER ****
if (FpsUpdate(dt))
lastFPS = std::to_string(FpsGet());
// **** INPUT ****
while (SDL_PollEvent(&e)) // e for event
{
if (e.type == SDL_QUIT)
state = ToState::Quit;
else if (e.type == SDL_KEYDOWN)
{
if (e.key.keysym.sym == SDLK_ESCAPE)
state = ToState::TitleMenu;
else if (e.key.keysym.sym == SDLK_SPACE)
{
resManager->InsertGpuImageResource(imgPlayer, "Data\\__General__\\spr_body_1.png");
}
else if (e.key.keysym.sym == SDLK_RETURN)
{
resManager->InsertGpuImageResource(imgPlayer, "Data\\__General__\\spr_body_0.png");
}
}
//If a key was pressed
if (e.type == SDL_KEYDOWN && e.key.repeat == 0)
{
//Adjust the velocity
if (e.key.keysym.sym == moveUp)
playerVelY -= playerMaxSpeedY;
else if (e.key.keysym.sym == moveDown)
playerVelY += playerMaxSpeedY;
else if (e.key.keysym.sym == moveLeft)
playerVelX -= playerMaxSpeedX;
else if (e.key.keysym.sym == moveRight)
playerVelX += playerMaxSpeedX;
}
//If a key was released
else if (e.type == SDL_KEYUP && e.key.repeat == 0)
{
//Adjust the velocity
if (e.key.keysym.sym == moveUp)
playerVelY += playerMaxSpeedY;
else if (e.key.keysym.sym == moveDown)
playerVelY -= playerMaxSpeedY;
else if (e.key.keysym.sym == moveLeft)
playerVelX += playerMaxSpeedX;
else if (e.key.keysym.sym == moveRight)
playerVelX -= playerMaxSpeedX;
}
}
// **** LOGIC ****
playerPosX += playerVelX * (float)dt;
playerPosY += playerVelY * (float)dt;
// **** RENDER ****
// Clear the screen
GPU_Clear(screen);
// Background
Uint16 iw = resManager->GetGpuImageResource(imgGrass)->GetGpuImage()->w;
Uint16 ih = resManager->GetGpuImageResource(imgGrass)->GetGpuImage()->h;
Uint16 iw2 = resManager->GetGpuImageResource(imgGrass)->GetGpuImage()->w / 2;
Uint16 ih2 = resManager->GetGpuImageResource(imgGrass)->GetGpuImage()->h / 2;
for (unsigned int y = 0; y < 17; ++y)
{
for (unsigned int x = 0; x < 30; ++x)
{
resManager->GetGpuImageResource(imgGrass)->DrawImage((float)x * iw + iw2, (float)y * ih + ih2);
}
}
// House
// Floor
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(400.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(500.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(600.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(700.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(800.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(900.0f, 400.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(400.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(500.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(600.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(700.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(800.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(900.0f, 500.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(400.0f, 600.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(500.0f, 600.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(600.0f, 600.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(700.0f, 600.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(800.0f, 600.0f);
resManager->GetGpuImageResource(imgTinyHouseFloor)->DrawImage(900.0f, 600.0f);
// Text
resManager->GetSharedFontResource(fontSharedBig)->DrawText("Testing", 300.0f, 400.0f);
// Draw triangle batch
GPU_TriangleBatch(resManager->GetGpuImageResource(imgTinyHouseOutWest)->GetGpuImage(), screen, num_vertices, vertex_values, 0, NULL, GPU_BATCH_XY_ST_RGBA);
// Player
resManager->GetGpuImageResource(imgPlayer)->DrawImage(playerPosX, playerPosY);
// Draw FPS
if (showFPS)
resManager->GetSharedFontResource(fontSharedBig)->DrawText("FPS: " + lastFPS, 20.0f, 32.0f);
// Show the result in the window
GPU_Flip(screen);
return state;
}