game/main.cpp

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2020-07-26 20:37:20 +00:00
#include "sdlpp.hpp"
#include <thread>
#include <chrono>
#include <SDL2/SDL2_framerate.h>
#define PLAYER_ID 0x00000001
#define FINALLY_ID 0x00000002
std::shared_ptr<SDLPP::RenderObject> player;
std::vector<std::shared_ptr<SDLPP::Texture>> bgtextures;
bool quit = false;
void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
auto y = std::make_shared<SDLPP::RectangleRender>(0.4,0.2,0.25,0.4, r);
y->addCollision(SDLPP::Rect(0,0,1,1));
y->setTexture("6.png");
y->setId(FINALLY_ID);
scene.addObject(y);
auto x = std::make_shared<SDLPP::RectangleRender>(0,0,0.2,0.2, r);
x->addCollision(SDLPP::Rect(0,0,1,1));
x->setTexture("5.png");
x->setId(PLAYER_ID);
scene.addObject(x);
player = x;
}
void quitGame() {
std::cout << "Quitting!" << std::endl;
quit = true;
}
void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
switch(key) {
case SDLK_UP:
scene.setBackground(bgtextures[0]);
break;
case SDLK_DOWN:
scene.setBackground(bgtextures[1]);
break;
case SDLK_RIGHT:
scene.setBackground(bgtextures[2]);
break;
case SDLK_LEFT:
scene.setBackground(bgtextures[3]);
break;
case SDLK_ESCAPE:
quitGame();
break;
case SDLK_a:
player->addMovement(-1,0);
break;
case SDLK_d:
player->addMovement(1,0);
break;
case SDLK_w:
player->addMovement(0,-1);
break;
case SDLK_s:
player->addMovement(0,1);
break;
default:
scene.setBackground(bgtextures[4]);
break;
}
}
void handleKeyUp(SDL_Keycode key) {
switch(key) {
case SDLK_a:
player->addMovement(1,0);
break;
case SDLK_d:
player->addMovement(-1,0);
break;
case SDLK_w:
player->addMovement(0,1);
break;
case SDLK_s:
player->addMovement(0,-1);
default:
break;
}
}
void pollEvents(SDLPP::Scene &scene) {
SDL_Event event;
while( SDL_PollEvent( &event ) != 0 ) {
switch(event.type) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if( !event.key.repeat )
handleKeyDown(event.key.keysym.sym, scene);
break;
case SDL_KEYUP:
handleKeyUp(event.key.keysym.sym);
break;
case SDL_WINDOWEVENT:
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
scene.updateSizeAndPosition();
default:
break;
}
}
}
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 200);
int base = SDL_GetTicks();
int frames = 0;
while(!quit) {
SDL_framerateDelay(&gFPS);
pollEvents(*scene);
scene->movement();
for( auto &x : scene->getCollisions(*player) ) {
if( x->getId() == FINALLY_ID ) {
std::cout << "Finally!" << std::endl;
}
}
frames++;
if(SDL_GetTicks() - base >= 1000) {
base = SDL_GetTicks();
printf("FPS: %d\n", frames);
frames = 0;
}
}
}
int main() {
SDLPP::init();
SDLPP::Window w("Oh yeah, boi!");
auto renderer = std::make_shared<SDLPP::Renderer>(w);
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "1.bmp"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "2.bmp"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "3.png"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "4.png"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "test.bmp"));
main_scene->setBackground(bgtextures[0]);
addStuff(*main_scene, renderer);
player->setMovementSpeed(0.3);
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 60);
std::thread inputThread(doInput, main_scene);
while( !quit ) {
SDL_framerateDelay(&gFPS);
main_scene->renderScene();
main_scene->presentScene();
}
inputThread.join();
}