2020-07-26 20:37:20 +00:00
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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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2020-07-27 18:05:59 +00:00
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#define STONE_ID 0x00000002
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2020-07-28 16:13:38 +00:00
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#define DEATH 0x00000003
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2020-07-26 20:37:20 +00:00
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2020-08-21 16:54:42 +00:00
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bool pause = false;
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2020-07-27 18:05:59 +00:00
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class Player : public SDLPP::RectangleRender {
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public:
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Player(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r, double _max_gravity = 1.0, uint32_t _max_gravity_time = 1000) : SDLPP::RectangleRender(x,y,w,h,r) {
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max_gravity = _max_gravity;
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2020-08-21 17:04:58 +00:00
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jump_speed = 2.2*max_gravity;
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2020-07-27 18:05:59 +00:00
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max_gravity_time = _max_gravity_time;
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cur_gravity_time = max_gravity_time;
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}
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void setGravity(bool grav) {
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gravity_enabled = grav;
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}
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void enableGravity() {
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gravity_enabled = true;
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}
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void disableGravity() {
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gravity_enabled = false;
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}
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bool isGravityEnabled() {
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return gravity_enabled;
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}
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bool isJumping() {
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return jumping;
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}
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void setLastStand() {
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cur_gravity_time = max_gravity_time;
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jumping = false;
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}
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void jump() {
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jumping = true;
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}
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virtual void move(int ticks) {
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2020-07-28 12:46:48 +00:00
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auto dimension = renderer->getSmallerSide();
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2020-07-27 18:05:59 +00:00
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auto time_portion = (static_cast<double>(ticks)/1000);
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auto addx = static_cast<double>(movementSpeed * movementDirection.first)*time_portion;
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*time_portion;
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x_ += addx;
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y_ += addy;
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cur_gravity_time -= ticks;
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auto grav = gravity_enabled * max_gravity * (max_gravity_time - cur_gravity_time)/max_gravity_time;
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if( grav > max_gravity)
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grav = max_gravity;
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2020-08-21 17:04:58 +00:00
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// percentage of how close we are to maximum velocity of gravity (0 = we've reached max velocity, 1 = we've just started accelerating)
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double division = static_cast<double>(cur_gravity_time)/static_cast<double>(max_gravity_time);
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// current jump speed
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auto jump_ = jumping * jump_speed * division;
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if(division < 0.75 && division >= 0.72) {
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// in this time frame, just hover in same place
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jump_ = jumping * grav;
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} else if(division < 0.72) {
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// fall slowly
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jump_ = jumping * jump_speed * division * 0.15;
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if(jump_ > grav)
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jump_ = grav;
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}
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2020-07-27 18:05:59 +00:00
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if(jump_ < 0 || jump_ > jump_speed)
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jump_ = 0;
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y_ += grav * time_portion;
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y_ -= jump_ * time_portion;
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2020-07-28 12:46:48 +00:00
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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2020-07-27 18:05:59 +00:00
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for( auto &x : collisions ) {
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x->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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}
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private:
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double max_gravity = 1.0;
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double jump_speed = 2.0;
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uint32_t max_gravity_time = 1000;
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uint32_t cur_gravity_time = 1000;
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bool gravity_enabled = false;
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bool jumping = false;
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};
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std::shared_ptr<Player> player;
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2020-07-26 20:37:20 +00:00
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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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2020-07-27 18:05:59 +00:00
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std::shared_ptr<SDLPP::RectangleRender> stone;
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double posx = 0;
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2020-07-28 16:13:38 +00:00
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while(posx < 3) {
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2020-07-27 18:05:59 +00:00
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stone = std::make_shared<SDLPP::RectangleRender>(posx,0.5,0.15,0.1,r);
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stone->addCollision(SDLPP::Rect(0,0,1,1));
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stone->setTexture("stone.png");
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stone->setId(STONE_ID);
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2020-08-21 16:32:15 +00:00
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stone->setColiderColor("FF0000");
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2020-07-27 18:05:59 +00:00
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scene.addObject(stone);
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2020-07-28 16:13:38 +00:00
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posx += 0.45;
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2020-07-27 18:05:59 +00:00
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}
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auto x = std::make_shared<Player>(0,0,0.2,0.2, r);
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2020-08-21 17:49:42 +00:00
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x->addCollision(SDLPP::Rect(0.3,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.65,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.2,0.3,0.6,0.45));
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2020-08-21 18:53:21 +00:00
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x->addCollision(SDLPP::Circle(0.5,0.15,0.3));
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2020-07-26 20:37:20 +00:00
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x->setTexture("5.png");
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x->setId(PLAYER_ID);
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2020-08-21 16:32:15 +00:00
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x->setColiderColor("00FF00");
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2020-07-26 20:37:20 +00:00
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scene.addObject(x);
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player = x;
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2020-07-28 17:35:31 +00:00
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auto z = std::make_shared<SDLPP::RectangleRender>(0,2.5,0,0,r);
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auto z_col = SDLPP::Rect(-1,0,-1,-1);
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z_col.setInfinite();
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z->addCollision(z_col);
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z->setId(DEATH);
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z->setColiderColor("FF00FF");
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2020-07-28 16:13:38 +00:00
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scene.addObject(z);
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2020-07-26 20:37:20 +00:00
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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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2020-07-27 18:05:59 +00:00
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if(!player->isJumping()) {
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player->setLastStand();
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player->jump();
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}
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2020-07-26 20:37:20 +00:00
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break;
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case SDLK_s:
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break;
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2020-08-21 16:32:15 +00:00
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case SDLK_r:
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scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
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break;
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2020-08-21 16:54:42 +00:00
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case SDLK_SPACE:
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if(pause)
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scene.setPrevTicks(SDL_GetTicks());
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pause = !pause;
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break;
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2020-07-26 20:37:20 +00:00
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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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break;
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case SDLK_s:
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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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while(!quit) {
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SDL_framerateDelay(&gFPS);
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pollEvents(*scene);
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2020-08-21 16:54:42 +00:00
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if(pause)
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continue;
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2020-07-26 20:37:20 +00:00
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scene->movement();
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2020-07-27 18:05:59 +00:00
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bool gravity = true;
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2020-07-26 20:37:20 +00:00
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for( auto &x : scene->getCollisions(*player) ) {
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2020-07-27 18:05:59 +00:00
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if( x->getId() == STONE_ID ) {
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gravity = false;
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2020-08-21 17:49:42 +00:00
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if(player->isGravityEnabled()) {
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auto stoneRect = x->getDoubleRect();
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auto playerPos = player->getDoubleRect();
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auto newPX = playerPos.first.first;
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auto newPY = stoneRect.first.second - playerPos.second.second;
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player->setPos(newPX, newPY);
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2020-07-27 18:05:59 +00:00
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player->setLastStand();
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2020-08-21 17:49:42 +00:00
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}
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// x->setHidden(true);
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2020-07-26 20:37:20 +00:00
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}
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2020-07-28 16:13:38 +00:00
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if( x->getId() == DEATH ) {
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std::cout << "Oh no, you died!" << std::endl;
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quitGame();
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}
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2020-07-26 20:37:20 +00:00
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}
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2020-07-27 18:05:59 +00:00
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player->setGravity(gravity);
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2020-07-28 17:35:31 +00:00
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auto playerX = player->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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auto leftBarrier = width * 0.3;
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auto rightmostX = scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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auto leftmostX = scene->leftmost()->getRect().x;
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scene->moveEverything(
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(playerX > rightBarrier && rightmostX > width) * (rightBarrier - playerX)/width, 0);
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scene->moveEverything(
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(playerX < leftBarrier && leftmostX < 0) * (leftBarrier - playerX)/width, 0);
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2020-07-26 20:37:20 +00:00
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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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2020-08-21 16:32:15 +00:00
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renderer->setBlendMode(SDL_BLENDMODE_ADD);
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2020-07-26 20:37:20 +00:00
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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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2020-07-27 18:05:59 +00:00
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player->enableGravity();
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2020-07-26 20:37:20 +00:00
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2020-07-28 16:13:38 +00:00
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int base = SDL_GetTicks();
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int frames = 0;
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2020-07-26 20:37:20 +00:00
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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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2020-08-21 18:53:21 +00:00
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SDL_framerateDelay(&gFPS);
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2020-07-26 20:37:20 +00:00
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main_scene->renderScene();
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main_scene->presentScene();
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2020-07-28 16:13:38 +00:00
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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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2020-07-26 20:37:20 +00:00
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}
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inputThread.join();
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}
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