2021-04-25 20:42:55 +00:00
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#include "../sdlpp/sdlpp.hpp"
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2022-09-24 18:44:52 +00:00
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#include "SDL2/SDL_keycode.h"
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2021-04-25 20:42:55 +00:00
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#include "sprites.hpp"
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2021-08-08 19:45:50 +00:00
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#include <memory>
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2021-04-25 20:42:55 +00:00
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#ifdef _WIN32
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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#include <ctime>
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#include <string>
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#include <windows.h>
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#else
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#include <SDL2/SDL2_framerate.h>
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#endif // UNIX
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#include <thread>
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2021-05-27 14:33:00 +00:00
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#include <mutex>
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2021-08-07 19:59:06 +00:00
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#include <unordered_set>
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2021-04-25 20:42:55 +00:00
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#include "global_vars.hpp"
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#include "objectids.hpp"
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#include "blocks.hpp"
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#include "maploader.hpp"
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2021-05-22 21:13:26 +00:00
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#include "mario.hpp"
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2021-08-04 22:32:17 +00:00
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#include "visitors/visitor_generator.hpp"
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2021-04-25 20:42:55 +00:00
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2022-09-19 20:56:50 +00:00
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// TODO make shared scenes
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#include "scenes/game_scenes.hpp"
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2021-05-25 18:21:02 +00:00
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bool update = false;
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2022-09-22 18:16:46 +00:00
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int update_count = 0;
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2022-09-19 20:56:50 +00:00
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bool newLoaded = false;
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2021-10-18 07:08:35 +00:00
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std::shared_ptr<Mario> mario = nullptr;
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std::shared_ptr<SDLPP::RectangleRender> leftStop = nullptr;
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std::shared_ptr<SDLPP::Renderer> renderer = nullptr;
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std::shared_ptr<SDLPP::TextRenderer> fps = nullptr;
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std::shared_ptr<SDLPP::TextRenderer> coins = nullptr;
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2021-07-22 22:08:05 +00:00
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int coin_count = 0;
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2021-08-06 16:49:58 +00:00
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int global_frames = 0;
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2022-09-22 18:16:46 +00:00
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std::string last_load_level = "";
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2022-09-24 20:54:03 +00:00
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bool __right_pressed = false;
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bool __left_pressed = false;
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2021-04-25 20:42:55 +00:00
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2021-10-18 07:08:35 +00:00
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std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
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2022-09-19 20:56:50 +00:00
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std::vector<SceneStruct> game_scenes{};
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2021-08-04 22:32:17 +00:00
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2022-11-13 18:52:39 +00:00
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std::string _teleport_level = "";
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2021-05-27 14:33:00 +00:00
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std::mutex render_mutex;
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2022-09-19 20:56:50 +00:00
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std::mutex gamescene_mutex;
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2021-05-27 14:33:00 +00:00
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2021-10-18 07:08:35 +00:00
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void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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switch (key) {
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2021-04-25 20:42:55 +00:00
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case SDLK_a:
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2022-09-24 18:44:52 +00:00
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case SDLK_LEFT:
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2022-09-24 20:54:03 +00:00
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__left_pressed = true;
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2021-05-22 21:13:26 +00:00
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mario->walkLeft();
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2021-04-25 20:42:55 +00:00
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break;
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case SDLK_d:
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2022-09-24 18:44:52 +00:00
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case SDLK_RIGHT:
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2022-09-24 20:54:03 +00:00
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__right_pressed = true;
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2021-05-22 21:13:26 +00:00
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mario->walkRight();
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2021-04-25 20:42:55 +00:00
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break;
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case SDLK_SPACE:
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case SDLK_w:
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2022-09-24 18:44:52 +00:00
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case SDLK_UP:
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2021-05-22 21:54:01 +00:00
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mario->jump();
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2021-04-25 20:42:55 +00:00
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break;
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case SDLK_s:
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2022-09-24 18:44:52 +00:00
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case SDLK_DOWN:
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2022-11-13 18:52:39 +00:00
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mario->crouch();
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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2021-10-18 07:08:35 +00:00
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!scene.getRenderer().getRenderColiders());
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2021-05-25 18:21:02 +00:00
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break;
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case SDLK_f:
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2021-10-18 07:08:35 +00:00
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if (fps) {
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fps->setHidden(!fps->getHidden());
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2021-08-04 22:32:17 +00:00
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}
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2022-11-12 20:32:18 +00:00
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case SDLK_RETURN:
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mario->fire();
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break;
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2021-04-25 20:42:55 +00:00
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default:
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break;
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}
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}
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2021-10-18 07:08:35 +00:00
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void handleKeyUp(SDL_Keycode key) {
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switch (key) {
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2022-09-23 14:46:50 +00:00
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case SDLK_ESCAPE: {
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std::lock_guard<std::mutex> lock(render_mutex);
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2022-09-24 20:54:03 +00:00
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mario->setMovement(0, mario->getMovement().getY());
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game_scenes.back().scene->pauseScene();
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__right_pressed = false;
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__left_pressed = false;
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2022-09-23 14:46:50 +00:00
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game_scenes.push_back(
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createGameMainMenuScene(renderer, false, true, true));
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} break;
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2021-04-25 20:42:55 +00:00
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case SDLK_a:
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2022-09-24 18:44:52 +00:00
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case SDLK_LEFT:
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2022-09-24 20:54:03 +00:00
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if (__left_pressed) {
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mario->walkRight();
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__left_pressed = false;
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}
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2021-04-25 20:42:55 +00:00
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break;
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case SDLK_d:
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2022-09-24 18:44:52 +00:00
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case SDLK_RIGHT:
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2022-09-24 20:54:03 +00:00
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if (__right_pressed) {
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mario->walkLeft();
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__right_pressed = false;
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}
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2021-04-25 20:42:55 +00:00
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break;
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2021-05-22 21:54:01 +00:00
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case SDLK_SPACE:
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2021-04-25 20:42:55 +00:00
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case SDLK_w:
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2022-09-24 18:44:52 +00:00
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case SDLK_UP:
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2021-05-22 21:54:01 +00:00
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mario->stopJump();
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2022-11-13 18:52:39 +00:00
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break;
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case SDLK_s:
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case SDLK_DOWN:
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mario->uncrouch();
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if(__left_pressed) {
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mario->walkLeft();
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}
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if(__right_pressed) {
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mario->walkRight();
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}
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break;
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2021-04-25 20:42:55 +00:00
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default:
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break;
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}
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}
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2021-10-18 07:08:35 +00:00
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void moveToMarioPosition(SDLPP::Scene &scene,
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SDLPP::Vec2D<double> &prev_mario) {
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2021-08-06 16:49:58 +00:00
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auto rendDims = renderer->getDoubleDimensions();
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2021-10-18 07:08:35 +00:00
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if (leftStop) {
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2021-08-06 16:49:58 +00:00
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auto left =
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2021-10-18 07:08:35 +00:00
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rendDims.getX() < 2.0 ? -(rendDims.getX() - 1) / 2.0 - 0.1 : -0.5;
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leftStop->setPos(left, 0);
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2021-08-06 16:49:58 +00:00
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}
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auto mario_pos_difference = prev_mario - mario->getAbsolutePos();
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// sometimes there is a concurrency problem and prev_pos == cur_pos, in
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// that case move everything so Mario is standing on the left edge of the
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// screen
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2021-10-18 07:08:35 +00:00
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if (mario_pos_difference.getX() < 0.01 &&
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mario_pos_difference.getX() > -0.01) {
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2021-08-06 16:49:58 +00:00
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// 0.01 is the width of visible leftStop
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scene.moveEverything(-(mario->getAbsolutePos().getX() - 0.01), 0);
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} else {
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2021-10-18 07:08:35 +00:00
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scene.moveEverything(mario_pos_difference.getX(), 0);
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2021-08-06 16:49:58 +00:00
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}
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scene.updateSizeAndPosition();
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auto left_stop_rightmost = leftStop->getDoubleRect().first.getX() +
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leftStop->getDoubleRect().second.getX();
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2021-10-18 07:08:35 +00:00
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if (mario->getPos().getX() < left_stop_rightmost) {
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mario->setPos(left_stop_rightmost, mario->getPos().getY());
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2021-08-06 16:49:58 +00:00
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}
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}
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2021-10-18 07:08:35 +00:00
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void pollEvents(SDLPP::Scene &scene) {
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2021-04-25 20:42:55 +00:00
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SDL_Event event;
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2021-10-18 07:08:35 +00:00
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while (SDLPP::getSDLEvent(event)) {
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switch (event.type) {
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2021-04-25 20:42:55 +00:00
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case SDL_QUIT:
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2022-09-19 20:56:50 +00:00
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g_quit = true;
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2021-04-25 20:42:55 +00:00
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break;
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case SDL_KEYDOWN:
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2021-10-18 07:08:35 +00:00
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if (!event.key.repeat) {
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handleKeyDown(event.key.keysym.sym, scene);
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2021-08-04 22:32:17 +00:00
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}
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2021-04-25 20:42:55 +00:00
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break;
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case SDL_KEYUP:
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2021-10-18 07:08:35 +00:00
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handleKeyUp(event.key.keysym.sym);
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2021-04-25 20:42:55 +00:00
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break;
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case SDL_WINDOWEVENT:
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2021-10-18 07:08:35 +00:00
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if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
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2021-08-06 16:49:58 +00:00
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auto prev_mario_pos = mario->getAbsolutePos();
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2021-04-25 20:42:55 +00:00
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scene.updateSizeAndPosition();
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2021-10-18 07:08:35 +00:00
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moveToMarioPosition(scene, prev_mario_pos);
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2021-08-08 19:45:50 +00:00
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update = true;
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2022-09-22 18:16:46 +00:00
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update_count = 2;
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2021-04-26 19:59:21 +00:00
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}
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2021-04-25 20:42:55 +00:00
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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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2022-09-19 20:56:50 +00:00
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void doInputMainGame(std::shared_ptr<SDLPP::Scene> scene) {
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2022-09-23 14:46:50 +00:00
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if (newLoaded) {
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2022-09-22 18:16:46 +00:00
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auto prev_mario_pos = mario->getAbsolutePos();
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scene->updateSizeAndPosition();
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moveToMarioPosition(*scene, prev_mario_pos);
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update = true;
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update_count = 2;
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newLoaded = false;
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}
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2022-09-23 14:46:50 +00:00
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if (g_death) {
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game_scenes.push_back(
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createGameMainMenuScene(renderer, true, false, true));
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2022-09-22 18:16:46 +00:00
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g_death = false;
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}
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2022-09-19 20:56:50 +00:00
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pollEvents(*scene);
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std::lock_guard<std::mutex> lock(render_mutex);
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scene->updateScene();
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auto prev_coin_count = coin_count;
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auto rightmost_x = renderer->getDoubleDimensions().getX();
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for (size_t i = 0; i < moving_objects.size(); i++) {
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moving_objects[i]->checkVisibility(rightmost_x);
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if (!moving_objects[i]->wasVisible()) {
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continue;
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2021-08-07 20:10:09 +00:00
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}
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2022-09-25 17:44:28 +00:00
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auto visitor = getVisitor(*moving_objects[i], *scene,
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2022-09-23 14:46:50 +00:00
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coin_count, moving_objects);
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2022-09-19 20:56:50 +00:00
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scene->visitCollisions(*moving_objects[i], *visitor);
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moving_objects[i]->handleVisitor(*visitor);
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2022-09-23 14:46:50 +00:00
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auto rightmost_pos = moving_objects[i]->getAbsolutePos().getX() +
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moving_objects[i]->getDoubleRect().second.getX();
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2022-09-19 20:56:50 +00:00
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if (rightmost_pos < 0 && moving_objects[i] != mario) {
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moving_objects[i]->destroy();
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2021-08-07 20:10:09 +00:00
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}
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2022-09-19 20:56:50 +00:00
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}
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std::vector<uint64_t> killed_indices{};
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for (size_t i = 0; i < moving_objects.size(); i++) {
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if (moving_objects[i]->getKilled()) {
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killed_indices.push_back(i);
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2021-08-07 19:38:00 +00:00
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}
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2022-09-19 20:56:50 +00:00
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}
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std::reverse(killed_indices.begin(), killed_indices.end());
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for (auto &index : killed_indices) {
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moving_objects.erase(moving_objects.begin() + index);
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}
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2021-05-22 21:13:26 +00:00
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2022-09-19 20:56:50 +00:00
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if (coin_count != prev_coin_count) {
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coins->changeText(std::to_string(coin_count) + " COINS");
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2022-09-22 18:16:46 +00:00
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update = true;
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update_count = 2;
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2021-04-25 20:42:55 +00:00
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}
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2022-09-19 20:56:50 +00:00
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// if player is > 0.7 of playground, move everything left
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.5;
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auto rightmostX =
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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scene->moveEverything((playerX > rightBarrier && rightmostX > width) *
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2022-09-23 14:46:50 +00:00
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(rightBarrier - playerX) / width,
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0);
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2022-09-19 20:56:50 +00:00
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update = update || (playerX > rightBarrier && rightmostX > width);
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global_frames++;
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2022-09-23 14:46:50 +00:00
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if (mario->isDead()) {
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g_death = true;
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}
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2021-04-25 20:42:55 +00:00
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}
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2022-09-19 20:56:50 +00:00
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void doInput() {
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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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while (!g_quit) {
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SDL_framerateDelay(&gFPS);
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std::lock_guard<std::mutex> lock(gamescene_mutex);
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game_scenes.back().doInput(game_scenes.back().scene);
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game_scenes.back().scene->updateScene();
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}
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}
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2021-04-26 19:59:21 +00:00
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2022-09-23 14:46:50 +00:00
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void mainGameAdditional(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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2022-09-19 20:56:50 +00:00
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static auto base = SDL_GetTicks();
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static int frames = 0;
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mario->setStanding();
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frames++;
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if (SDL_GetTicks() - base >= 1000) {
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if (global_frames < frames) {
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frames = global_frames;
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}
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global_frames = 0;
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fps->changeText(std::to_string(frames) + " fps");
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frames = 0;
|
|
|
|
base = SDL_GetTicks();
|
|
|
|
}
|
|
|
|
}
|
2021-04-26 19:59:21 +00:00
|
|
|
|
2022-11-12 20:32:18 +00:00
|
|
|
void addObjectToScene(std::shared_ptr<MarioBlock> &object, bool moving) {
|
|
|
|
game_scenes.back().scene->addObject(object);
|
|
|
|
object->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
|
|
|
if(moving) {
|
|
|
|
moving_objects.push_back(object);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void addObjectToSceneTop(std::shared_ptr<MarioBlock> &object, bool moving) {
|
|
|
|
addObjectToScene(object, moving);
|
|
|
|
game_scenes.back().scene->moveZTop(object);
|
|
|
|
}
|
|
|
|
|
|
|
|
void addObjectToSceneBack(std::shared_ptr<MarioBlock> &object, bool moving) {
|
|
|
|
addObjectToScene(object, moving);
|
|
|
|
game_scenes.back().scene->moveZJustAboveBackground(object);
|
|
|
|
}
|
|
|
|
|
2022-09-19 20:56:50 +00:00
|
|
|
SceneStruct mainGameScene(const std::string &level_path) {
|
2021-10-18 07:08:35 +00:00
|
|
|
auto scene = std::make_shared<SDLPP::Scene>(renderer);
|
2021-05-26 16:24:09 +00:00
|
|
|
g_playground = scene;
|
2021-10-18 07:08:35 +00:00
|
|
|
auto bg = std::make_shared<SDLPP::RectangleRender>(
|
|
|
|
0, 0, 10, 10, renderer, MARIO_OVERWORLD_COLORKEY, true);
|
2021-05-07 21:17:05 +00:00
|
|
|
bg->setPermanent();
|
2021-04-26 19:59:21 +00:00
|
|
|
bg->setStatic();
|
2021-10-18 07:08:35 +00:00
|
|
|
bg->setId(1);
|
|
|
|
scene->addObject(bg);
|
2022-09-19 20:56:50 +00:00
|
|
|
|
2022-09-22 18:16:46 +00:00
|
|
|
mario.reset();
|
2022-11-12 20:32:18 +00:00
|
|
|
mario = std::make_shared<Mario>(renderer, addObjectToSceneTop);
|
2021-10-18 07:08:35 +00:00
|
|
|
scene->addObject(mario);
|
2021-04-26 19:59:21 +00:00
|
|
|
|
|
|
|
auto defeat =
|
2021-10-18 07:08:35 +00:00
|
|
|
std::make_shared<SDLPP::RectangleRender>(0, 1.01, 0, 0, renderer);
|
|
|
|
defeat->setId(DEATH_ID);
|
|
|
|
defeat->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
2021-04-26 19:59:21 +00:00
|
|
|
defeat->setPermanent();
|
2021-10-18 07:08:35 +00:00
|
|
|
auto defeatCol = SDLPP::RectColider(-1, 0, -1, -1);
|
2021-04-25 20:42:55 +00:00
|
|
|
defeatCol.setInfinite();
|
2021-10-18 07:08:35 +00:00
|
|
|
defeat->addCollision(defeatCol);
|
2021-04-26 19:59:21 +00:00
|
|
|
|
2021-10-18 07:08:35 +00:00
|
|
|
scene->addObject(defeat);
|
2021-04-25 20:42:55 +00:00
|
|
|
|
2021-10-18 07:08:35 +00:00
|
|
|
leftStop =
|
|
|
|
std::make_shared<SDLPP::RectangleRender>(-0.1, 0, 0.11, 0, renderer);
|
|
|
|
leftStop->setId(STOP_MOVEMENT);
|
|
|
|
leftStop->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
2021-04-26 19:59:21 +00:00
|
|
|
leftStop->setPermanent();
|
2021-10-18 07:08:35 +00:00
|
|
|
auto leftStopCol = SDLPP::RectColider(0, -1, 1, -1);
|
2021-04-26 19:59:21 +00:00
|
|
|
leftStopCol.setInfinite();
|
2021-10-18 07:08:35 +00:00
|
|
|
leftStop->addCollision(leftStopCol);
|
|
|
|
leftStop->setColiderColor("#FF00FF");
|
|
|
|
scene->addObject(leftStop);
|
2021-04-25 20:42:55 +00:00
|
|
|
|
2022-09-19 20:56:50 +00:00
|
|
|
loadMap(scene, mario, level_path);
|
2021-04-25 20:42:55 +00:00
|
|
|
|
2021-10-18 07:08:35 +00:00
|
|
|
auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
|
|
|
|
fps = std::make_shared<SDLPP::TextRenderer>(
|
2021-08-04 22:32:17 +00:00
|
|
|
0.2, 0, 0.78, 0.1, renderer, font, "0fps", "#FFFFFF", "#000000", 0.1,
|
2021-10-18 07:08:35 +00:00
|
|
|
SDLPP_TEXT_RIGHT);
|
|
|
|
fps->setAlignment(SDLPP::OBJ_END, SDLPP::OBJ_START);
|
|
|
|
fps->setId(0);
|
2021-05-25 18:21:02 +00:00
|
|
|
fps->setPermanent();
|
2021-10-18 07:08:35 +00:00
|
|
|
fps->setHidden(true);
|
|
|
|
scene->addObject(fps);
|
2021-05-25 18:21:02 +00:00
|
|
|
|
2021-10-18 07:08:35 +00:00
|
|
|
coins = std::make_shared<SDLPP::TextRenderer>(
|
2021-08-04 22:32:17 +00:00
|
|
|
0.2, 0, 0.78, 0.1, renderer, font, "0 COINS", "#FFFFFF", "#000000", 0.1,
|
2021-10-18 07:08:35 +00:00
|
|
|
SDLPP_TEXT_RIGHT);
|
|
|
|
coins->setAlignment(SDLPP::OBJ_START, SDLPP::OBJ_START);
|
|
|
|
coins->setId(0);
|
2021-07-22 22:08:05 +00:00
|
|
|
coins->setPermanent();
|
2021-10-18 07:08:35 +00:00
|
|
|
scene->addObject(coins);
|
|
|
|
scene->moveEverything(-mario->getDoubleRect().first.getX() + 0.2, 0);
|
2021-08-07 19:59:06 +00:00
|
|
|
|
|
|
|
std::unordered_set<uint64_t> background_ids = {
|
2021-10-18 07:08:35 +00:00
|
|
|
HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID,
|
|
|
|
HILL_DOTS_LEFT_ID, HILL_FILL_ID, HILL_TOP_ID,
|
|
|
|
BUSH_LEFT_ID, BUSH_MIDDLE_ID, BUSH_RIGHT_ID,
|
2021-08-07 19:59:06 +00:00
|
|
|
CLOUD_LEFT_BOTTOM_ID, CLOUD_MIDDLE_BOTTOM_ID, CLOUD_RIGHT_BOTTOM_ID,
|
2021-10-18 07:08:35 +00:00
|
|
|
CLOUD_LEFT_TOP_ID, CLOUD_MIDDLE_TOP_ID, CLOUD_RIGHT_TOP_ID,
|
|
|
|
CASTLE_LEFT_ID, CASTLE_RIGHT_ID, CASTLE_BLACK_ID,
|
|
|
|
CASTLE_ENTRY_ID, CASTLE_TOWER_ID, CASTLE_TOWER_FILLED_ID,
|
|
|
|
WATER_TOP_ID, WATER_FILL_ID
|
|
|
|
};
|
2021-08-07 19:59:06 +00:00
|
|
|
scene->setBackgroundObjectIDs(background_ids);
|
|
|
|
scene->updateBackgroundObjectZIndex();
|
|
|
|
|
2021-08-08 19:45:50 +00:00
|
|
|
// we want mario to be first because visiting isn't perfect
|
2022-09-19 20:56:50 +00:00
|
|
|
moving_objects.clear();
|
2021-08-08 19:45:50 +00:00
|
|
|
moving_objects.push_back(mario);
|
|
|
|
std::unordered_set<int> moving_object_ids = {
|
|
|
|
GOOMBA_ID,
|
|
|
|
};
|
2021-10-18 07:08:35 +00:00
|
|
|
for (auto &obj : scene->getObjects(moving_object_ids)) {
|
2021-08-08 19:45:50 +00:00
|
|
|
moving_objects.push_back(std::dynamic_pointer_cast<MarioBlock>(obj));
|
|
|
|
}
|
|
|
|
|
2022-09-19 20:56:50 +00:00
|
|
|
SceneStruct ret{};
|
|
|
|
ret.scene = scene;
|
|
|
|
ret.doInput = doInputMainGame;
|
|
|
|
ret.additionalRender = mainGameAdditional;
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2022-11-13 18:52:39 +00:00
|
|
|
void setTeleportLevelMain(const std::string &level) {
|
|
|
|
_teleport_level = level;
|
|
|
|
}
|
|
|
|
|
|
|
|
void loadLevel(const std::string &level, bool reset) {
|
2022-09-23 14:46:50 +00:00
|
|
|
// std::lock_guard<std::mutex> lock(render_mutex);
|
2022-11-13 18:52:39 +00:00
|
|
|
if(reset) {
|
|
|
|
coin_count = 0;
|
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
std::lock_guard<std::mutex> lock(gamescene_mutex);
|
2022-09-23 14:46:50 +00:00
|
|
|
for (auto &scene : game_scenes) {
|
2022-09-22 18:16:46 +00:00
|
|
|
scene.scene->resetScene();
|
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
game_scenes.clear();
|
2022-11-13 18:52:39 +00:00
|
|
|
int marioBig = 0;
|
|
|
|
if(!reset) {
|
|
|
|
if(mario->hasFire()) {
|
|
|
|
marioBig = 2;
|
|
|
|
} else if (mario->isBig()) {
|
|
|
|
marioBig = 1;
|
|
|
|
}
|
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
game_scenes.push_back(mainGameScene("levels/" + level));
|
2022-11-13 18:52:39 +00:00
|
|
|
if(!reset) {
|
|
|
|
for(int i = 0; i < marioBig; i++) {
|
|
|
|
mario->setBig();
|
|
|
|
}
|
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
game_scenes.back().scene->updateSizeAndPosition();
|
|
|
|
update = true;
|
|
|
|
newLoaded = true;
|
2022-09-22 18:16:46 +00:00
|
|
|
update_count = 2;
|
2022-11-13 18:52:39 +00:00
|
|
|
if(reset) {
|
|
|
|
last_load_level = level;
|
|
|
|
}
|
2022-09-22 18:16:46 +00:00
|
|
|
g_death = false;
|
|
|
|
}
|
|
|
|
|
2022-11-13 18:52:39 +00:00
|
|
|
void loadLevel(const std::string &level) {
|
|
|
|
loadLevel(level, true);
|
|
|
|
}
|
|
|
|
|
2022-09-22 18:16:46 +00:00
|
|
|
void loadLastLevel() {
|
2022-09-23 14:46:50 +00:00
|
|
|
if (last_load_level != "") {
|
2022-09-22 18:16:46 +00:00
|
|
|
loadLevel(last_load_level);
|
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
|
|
|
PWSTR szCmdLine, int nCmdShow) {
|
|
|
|
#else
|
|
|
|
int main() {
|
|
|
|
#endif
|
|
|
|
SDLPP::init();
|
|
|
|
SDLPP::Window w("Mario clone!");
|
|
|
|
w.setResizable(true);
|
|
|
|
|
|
|
|
renderer = std::make_shared<SDLPP::Renderer>(w);
|
|
|
|
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
|
|
|
|
|
|
|
|
// prepare global vars
|
|
|
|
g_terrain_texture = std::make_shared<SDLPP::Texture>(
|
|
|
|
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
|
|
|
|
g_enemies_texture = std::make_shared<SDLPP::Texture>(
|
|
|
|
renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY);
|
2022-11-12 20:32:18 +00:00
|
|
|
g_items_texture = std::make_shared<SDLPP::Texture>(
|
|
|
|
renderer, "sprites/items.png", MARIO_OVERWORLD_COLORKEY);
|
2022-09-19 20:56:50 +00:00
|
|
|
|
|
|
|
g_mario_texture = std::make_shared<SDLPP::Texture>(
|
|
|
|
renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
|
|
|
|
g_translucent_terrain_texture = std::make_shared<SDLPP::Texture>(
|
|
|
|
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
|
|
|
|
g_translucent_terrain_texture->setAlpha(100);
|
|
|
|
|
|
|
|
FPSmanager gFPS;
|
|
|
|
SDL_initFramerate(&gFPS);
|
|
|
|
SDL_setFramerate(&gFPS, 60);
|
|
|
|
|
|
|
|
auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
|
|
|
|
g_text_config = std::make_shared<SDLPP::FontConfiguration>(font, "#FFFFFF",
|
|
|
|
"#000000", 0.15);
|
2022-09-23 14:46:50 +00:00
|
|
|
game_scenes.push_back(
|
|
|
|
createGameMainMenuScene(renderer, false, false, false));
|
2022-09-19 20:56:50 +00:00
|
|
|
|
|
|
|
std::thread inputThread(doInput);
|
2021-08-08 19:45:50 +00:00
|
|
|
SDL_PumpEvents();
|
2022-09-19 20:56:50 +00:00
|
|
|
game_scenes.back().scene->updateSizeAndPosition();
|
|
|
|
game_scenes.back().scene->renderScene();
|
2021-08-08 19:45:50 +00:00
|
|
|
renderer->presentRenderer();
|
|
|
|
|
|
|
|
update = true;
|
2022-09-19 20:56:50 +00:00
|
|
|
while (!g_quit) {
|
2021-10-18 07:08:35 +00:00
|
|
|
SDL_framerateDelay(&gFPS);
|
2021-08-08 19:45:50 +00:00
|
|
|
SDL_PumpEvents();
|
2021-10-18 07:08:35 +00:00
|
|
|
std::lock_guard<std::mutex> lock(render_mutex);
|
2022-11-13 18:52:39 +00:00
|
|
|
if (!_teleport_level.empty()) {
|
|
|
|
loadLevel(_teleport_level, false);
|
|
|
|
_teleport_level = "";
|
|
|
|
}
|
2022-09-22 18:16:46 +00:00
|
|
|
if (update) {
|
2022-09-23 14:46:50 +00:00
|
|
|
for (auto &scene : game_scenes) {
|
2022-09-19 20:56:50 +00:00
|
|
|
scene.scene->updateSizeAndPosition();
|
|
|
|
}
|
2022-09-23 14:46:50 +00:00
|
|
|
if (update_count > 0) {
|
2022-09-22 18:16:46 +00:00
|
|
|
update_count--;
|
2022-09-19 20:56:50 +00:00
|
|
|
} else {
|
|
|
|
update = false;
|
|
|
|
}
|
2021-05-25 18:21:02 +00:00
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
auto max_game_scenes = game_scenes.size();
|
|
|
|
renderer->clearRenderer();
|
|
|
|
for (size_t i = 0; i < max_game_scenes; i++) {
|
|
|
|
game_scenes[i].additionalRender(game_scenes[i].scene);
|
|
|
|
// additional renderer can remove scene from game_scenes, better
|
|
|
|
// check
|
|
|
|
if (i < game_scenes.size()) {
|
|
|
|
game_scenes[i].scene->renderScene(false);
|
2021-08-06 16:49:58 +00:00
|
|
|
}
|
2021-04-25 20:42:55 +00:00
|
|
|
}
|
2022-09-19 20:56:50 +00:00
|
|
|
renderer->presentRenderer();
|
2021-04-25 20:42:55 +00:00
|
|
|
}
|
2021-08-07 19:38:00 +00:00
|
|
|
inputThread.join();
|
2021-04-25 20:42:55 +00:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|