game/mario/main.cpp

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2021-04-25 20:42:55 +00:00
#include "../sdlpp/sdlpp.hpp"
#include "sprites.hpp"
#ifdef _WIN32
#include "../sdlpp/SDL2/SDL2_framerate.h"
#include <ctime>
#include <string>
#include <windows.h>
#else
#include <SDL2/SDL2_framerate.h>
#endif // UNIX
#include <thread>
#include "global_vars.hpp"
#include "objectids.hpp"
#include "blocks.hpp"
#include "maploader.hpp"
#include "mario_visitor.hpp"
#define SIDE_MOVEMENT 0.8
#define FALL_MOVEMENT 1
bool quit = false;
std::shared_ptr<SDLPP::RectangleRender> mario = nullptr;
std::shared_ptr<SDLPP::Texture> mario_texture = nullptr;
void setMarioStanding() {
if(mario->getMovement().getX() == 0) {
mario->pauseAnimation();
// mario->setTexture(mario_texture, MARIO_STANDING_SRC);
}
}
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_a:
mario->resumeAnimation();
mario->addMovement( -SIDE_MOVEMENT, 0 );
break;
case SDLK_d:
mario->resumeAnimation();
mario->addMovement( SIDE_MOVEMENT, 0 );
break;
case SDLK_SPACE:
case SDLK_w:
break;
case SDLK_s:
break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
}
}
void handleKeyUp( SDL_Keycode key ) {
switch ( key ) {
case SDLK_a:
mario->resumeAnimation();
mario->addMovement( SIDE_MOVEMENT, 0 );
break;
case SDLK_d:
mario->resumeAnimation();
mario->addMovement( -SIDE_MOVEMENT, 0 );
break;
case SDLK_w:
case SDLK_s:
default:
break;
}
}
void pollEvents( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quit = true;
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 );
while ( true ) {
SDL_framerateDelay( &gFPS );
pollEvents( *scene );
scene->updateScene();
MarioVisitor mv{};
scene->visitCollisions(*mario, mv);
if(mv.isDead()) {
quit = true;
}
if(!mv.isOnGround()) {
mario->setMovement(mario->getMovement().getX(), FALL_MOVEMENT);
} else {
mario->resetMovementY();
}
auto playerX = mario->getRect().x;
auto width = scene->getWidth();
auto rightBarrier = width * 0.7;
auto leftBarrier = width * 0.3;
auto rightmostX =
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
auto leftmostX = scene->leftmost()->getRect().x;
scene->moveEverything(
( playerX > rightBarrier && rightmostX > width ) *
( rightBarrier - playerX ) / width,
0 );
scene->moveEverything( ( playerX < leftBarrier && leftmostX < 0 ) *
( leftBarrier - playerX ) / width,
0 );
}
}
#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 );
auto 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);
auto scene = std::make_shared<SDLPP::Scene>(renderer);
auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,renderer, MARIO_OVERWORLD_COLORKEY, true);
bg->setPermanent();
bg->setId(1);
scene->addObject(bg);
mario_texture = std::make_shared<SDLPP::Texture>(renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
mario = std::make_shared<SDLPP::RectangleRender>(
0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, mario_texture, MARIO_OVERWORLD_STANDING_SRC);
mario->setAnimationFrames( MARIO_OVERWORLD_WALK_ANIM );
mario->setId(2);
mario->centerX();
mario->setAnimationSpeed(12.5);
mario->pauseAnimation();
// mario->setTexture(mario_texture, MARIO_STANDING_SRC);
mario->setMovement(0, FALL_MOVEMENT);
mario->setMovementSpeed(0.4);
mario->addCollision(SDLPP::RectColider(0.11,0,0.8,1));
scene->addObject(mario);
auto defeat = std::make_shared<SDLPP::RectangleRender>(
0,1.01,0,0,renderer);
defeat->setId(DEATH_ID);
defeat->centerX();
defeat->setStatic();
auto defeatCol = SDLPP::RectColider(-1, 0, -1, -1);
defeatCol.setInfinite();
defeat->addCollision(defeatCol);
scene->addObject(defeat);
loadMap(scene, mario, "testmap.txt", renderer);
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
auto base = SDL_GetTicks();
int frames = 0;
std::thread inputThread( doInput, scene );
inputThread.detach();
while ( !quit ) {
SDL_PumpEvents();
SDL_framerateDelay(&gFPS);
setMarioStanding();
scene->renderScene();
renderer->presentRenderer();
frames++;
if ( SDL_GetTicks() - base >= 1000 ) {
std::cout << "FPS: " << frames << std::endl;
frames = 0;
base = SDL_GetTicks();
}
}
return 0;
}