#include "../sdlpp/sdlpp.hpp" #include "sprites.hpp" #ifdef _WIN32 #include "../sdlpp/SDL2/SDL2_framerate.h" #include #include #include #else #include #endif // UNIX #include #include "global_vars.hpp" #include "objectids.hpp" #include "blocks.hpp" #include "maploader.hpp" #include "../sdlpp/sdlpp_mouse.hpp" #define EDIT_SQUARE 0xF001 #define MOUSE_ID 0xF002 #define LEFT_ID 0xF003 #define RIGHT_ID 0xF004 std::shared_ptr< SDLPP::Renderer > renderer = nullptr; bool quit = false; std::vector,16>> objects = {}; bool update_size = false; bool selected_left = false; bool selected_right = false; int current_start_index = 0; int current_max_index = 0; std::pair current_box = {0, 0}; std::pair backup_box = {0, 0}; std::shared_ptr placeholderGround = nullptr; class EditBox : public SDLPP::RectangleRender { public: EditBox(int x, int y, std::shared_ptr renderer) : SDLPP::RectangleRender(BLOCK_SIZE + x*BLOCK_SIZE, 4*BLOCK_SIZE + y*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, renderer) { _x = x; _y = y; setId(EDIT_SQUARE); setColiderColor("#FF00AA"); setPermanent(); setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); addCollision(SDLPP::RectColider(0,0,1,1)); } std::pair getIndexes() { return {_x, _y}; } private: int _x; int _y; }; void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) { switch ( key ) { case SDLK_ESCAPE: quit = true; break; case SDLK_a: break; case SDLK_d: 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: break; case SDLK_d: 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 ) { update_size = true; } break; case SDL_MOUSEMOTION: { auto mouse = scene.getObjects({MOUSE_ID})[0]; mouse->setPos(SDLPP::Mouse::getMousePositionDouble(scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER)); auto collisions = scene.getCollisions(*mouse); selected_left = false; selected_right = false; current_box = {-1, -1}; if(collisions.size() >= 2) { for(auto &collision : collisions) { if(collision.second->getId() == EDIT_SQUARE) { current_box = dynamic_cast(*collision.second).getIndexes(); placeholderGround->setPos(BLOCK_SIZE + current_box.first * BLOCK_SIZE, 4*BLOCK_SIZE + current_box.second * BLOCK_SIZE); } else if (collision.second->getId() == LEFT_ID) { selected_left = true; } else if (collision.second->getId() == RIGHT_ID) { selected_right = true; } } } } break; case SDL_MOUSEBUTTONUP: if(selected_left && current_start_index != 0) { current_start_index -= 1; scene.moveEverything(BLOCK_SIZE, 0); } if(selected_right && current_start_index != current_max_index) { current_start_index += 1; scene.moveEverything(-BLOCK_SIZE,0); } if(current_box == backup_box && current_box.first != -1) { auto mouse = scene.getObjects({MOUSE_ID})[0]; mouse->setPos(SDLPP::Mouse::getMousePositionDouble(scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER)); auto collisions = scene.getCollisions(*mouse); std::cout << "BOUT TO" << std::endl; bool deleted = false; for(auto &collision : collisions) { if(collision.second->getId() == FLOOR_ID) { std::cout << "DELETING" << std::endl; collision.second->destroy(); objects[current_start_index + current_box.first][current_box.second] = {OVERWORLD, 0, 0, 0, 0, 0}; deleted = true; break; } } if(deleted) break; std::cout << "ADDING" << std::endl; objects[current_start_index + current_box.first][current_box.second] = {OVERWORLD, FLOOR_ID, 0, 0, 0, 0}; scene.addObject(createTerrainBlock(FLOOR_ID, OVERWORLD, renderer, BLOCK_SIZE + current_box.first * BLOCK_SIZE, 4*BLOCK_SIZE + current_box.second * BLOCK_SIZE, true)); } break; case SDL_MOUSEBUTTONDOWN: backup_box = current_box; break; 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(); } } #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 ); BLOCK_SIZE = 1.0 / 20; 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_mario_texture = std::make_shared< SDLPP::Texture >( renderer, "sprites/mario.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 ); loadMap( scene, "test_binary.bin", renderer, objects ); // grid for ( int i = 1; i < 20; i++ ) { auto line_vertical = std::make_shared< SDLPP::LineRenderer >( i * BLOCK_SIZE, 1 - 16 * BLOCK_SIZE, i * BLOCK_SIZE, 1.0, renderer, "#282828" ); line_vertical->setPermanent(); line_vertical->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); scene->addObject(line_vertical); if(i > 2) { auto line_horizontal = std::make_shared< SDLPP::LineRenderer >( BLOCK_SIZE, ( i + 1 ) * BLOCK_SIZE, 19 * BLOCK_SIZE, ( i + 1 ) * BLOCK_SIZE, renderer, "#282828" ); line_horizontal->setPermanent(); line_horizontal->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); scene->addObject(line_horizontal); } } // white rectangles auto rectangle1 = std::make_shared< SDLPP::RectangleRender >( 0, 4 * BLOCK_SIZE, BLOCK_SIZE, 16 * BLOCK_SIZE, renderer, "#FFFFFF88", true); rectangle1->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); rectangle1->setId(LEFT_ID); rectangle1->setPermanent(); rectangle1->addCollision(SDLPP::RectColider(0, 0, 1, 1)); scene->addObject(rectangle1); // white rectangles auto rectangle2 = std::make_shared< SDLPP::RectangleRender >( 19*BLOCK_SIZE, 4 * BLOCK_SIZE, BLOCK_SIZE, 16 * BLOCK_SIZE, renderer, "#FFFFFF88", true); rectangle2->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); rectangle2->setId(RIGHT_ID); rectangle2->setPermanent(); rectangle2->addCollision(SDLPP::RectColider(0, 0, 1, 1)); scene->addObject(rectangle2); auto font = std::make_shared< SDLPP::Font >( "testfont.ttf", 36 ); auto font_config = std::make_shared< SDLPP::FontConfiguration >( font, "#000000", "#282828", 0.05 ); auto left = std::make_shared< SDLPP::TextRenderer >( 0, 11.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, renderer, "<", font_config); left->setId(LEFT_ID); left->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); left->setPermanent(); scene->addObject(left); auto right = std::make_shared< SDLPP::TextRenderer >( 19*BLOCK_SIZE, 11.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, renderer, ">", font_config); right->setId(RIGHT_ID); right->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); right->setPermanent(); scene->addObject(right); for(int i = 0; i < 18; i++) { for(int j = 0; j < 16; j++) { scene->addObject(std::make_shared(i, j, renderer)); } } auto mouse = std::make_shared< SDLPP::RectangleRender >( 0.01, 0.01, 0.01, 0.01, renderer ); mouse->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); mouse->setId( MOUSE_ID ); mouse->setColiderColor("#00FF00"); mouse->addCollision( SDLPP::RectColider( { 0, 0 }, { 1, 1 } ) ); scene->addObject( mouse ); current_max_index = objects.size() - 18; auto placeholder_texture = std::make_shared< SDLPP::Texture >( renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY ); placeholderGround = createTerrainBlock(FLOOR_ID, OVERWORLD, renderer, placeholder_texture, true); placeholderGround->setTextureAlpha(100); placeholderGround->setId(0); scene->addObject(placeholderGround); scene->moveZTop(placeholderGround); scene->moveEverything(BLOCK_SIZE, 0); 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 ); scene->renderScene(); renderer->presentRenderer(); frames++; if ( SDL_GetTicks() - base >= 1000 ) { std::cout << "FPS: " << frames << std::endl; frames = 0; base = SDL_GetTicks(); } if(current_start_index == 0) { left->setTextColor(font, "#CCCCCC", "#CCCCCC", 0.05); } else { left->setTextColor(font, "#000000", "#282828", 0.05); } if(current_start_index == current_max_index) { right->setTextColor(font, "#CCCCCC", "#CCCCCC", 0.05); } else { right->setTextColor(font, "#000000", "#282828", 0.05); } if(update_size) { scene->updateSizeAndPosition(); } } saveMap("test_binary2.bin", objects); return 0; }