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