game/main.cpp
2020-08-23 09:50:05 +02:00

434 lines
13 KiB
C++

#include "sdlpp.hpp"
#include <thread>
#include <chrono>
#include <SDL2/SDL2_framerate.h>
#define PLAYER_ID 0x00000001
#define STONE_ID 0x00000002
#define DEATH 0x00000003
#define DESTROYABLE_DESTROY 0x00000001
bool pause = false;
int pause_select = 0;
int pause_max = 1;
std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
std::shared_ptr< SDLPP::Font > font;
std::shared_ptr< SDLPP::Scene > active_scene;
std::shared_ptr< SDLPP::Scene > pause_scene;
void doInput( std::shared_ptr< SDLPP::Scene > scene );
void doInputPause();
class Player : public SDLPP::RectangleRender {
public:
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 ) {
max_gravity = _max_gravity;
jump_speed = 2.2 * max_gravity;
max_gravity_time = _max_gravity_time;
cur_gravity_time = max_gravity_time;
}
void setGravity( bool grav ) {
gravity_enabled = grav;
}
void enableGravity() {
gravity_enabled = true;
}
void disableGravity() {
gravity_enabled = false;
}
bool isGravityEnabled() {
return gravity_enabled;
}
bool isJumping() {
return jumping;
}
void setLastStand() {
cur_gravity_time = max_gravity_time;
jumping = false;
}
void jump() {
jumping = true;
}
virtual void custom_move( int ticks ) override {
auto time_portion = ( static_cast< double >( ticks ) / 1000 );
cur_gravity_time -= ticks;
auto grav = gravity_enabled * max_gravity *
( max_gravity_time - cur_gravity_time ) / max_gravity_time;
if ( grav > max_gravity )
grav = max_gravity;
// percentage of how close we are to maximum velocity of gravity (0 =
// we've reached max velocity, 1 = we've just started accelerating)
double division = static_cast< double >( cur_gravity_time ) /
static_cast< double >( max_gravity_time );
// current jump speed
auto jump_ = jumping * jump_speed * division;
if ( division < 0.75 && division >= 0.72 ) {
// in this time frame, just hover in same place
jump_ = jumping * grav;
} else if ( division < 0.72 ) {
// fall slowly
jump_ = jumping * jump_speed * division * 0.15;
if ( jump_ > grav )
jump_ = grav;
}
if ( jump_ < 0 || jump_ > jump_speed )
jump_ = 0;
og_y += grav * time_portion;
og_y -= jump_ * time_portion;
}
private:
double max_gravity = 1.0;
double jump_speed = 2.0;
uint32_t max_gravity_time = 1000;
uint32_t cur_gravity_time = 1000;
bool gravity_enabled = false;
bool jumping = false;
};
class Destroyable : public SDLPP::RectangleRender {
public:
Destroyable( double x, double y, double w, double h,
std::shared_ptr< SDLPP::Renderer > &r )
: SDLPP::RectangleRender( x, y, w, h, r ) {}
Destroyable( double x, double y, double w, double h,
std::shared_ptr< SDLPP::Renderer > &r, int destruction_time )
: SDLPP::RectangleRender( x, y, w, h, r ) {
destruction_countdown = destruction_time;
}
virtual void specialAction( int code ) override {
if ( code == DESTROYABLE_DESTROY )
startDestruction();
}
virtual void custom_move( int ticks ) override {
if ( destruction ) {
destruction_countdown -= ticks;
if ( destruction_countdown <= 0 )
destroy();
}
}
private:
void startDestruction() {
destruction = true;
}
bool destruction = false;
int destruction_countdown = 3000;
};
std::shared_ptr< Player > player;
bool quit = false;
void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
"#ebdbb2FF", true );
bg->setId( 123 );
bg->setPermanent( true );
scene.addObject( bg );
std::shared_ptr< Destroyable > stone;
double posx = 0;
while ( posx < 3 ) {
stone =
std::make_shared< Destroyable >( posx, 0.5, 0.15, 0.1, r, 1000 );
stone->addCollision( SDLPP::Rect( 0, 0, 1, 1 ) );
stone->setColor( "#222222FF" );
stone->setId( STONE_ID );
stone->setColiderColor( "FF0000" );
scene.addObject( stone );
posx += 0.45;
}
auto x = std::make_shared< Player >( 0, 0, 0.2, 0.2, r );
x->addCollision( SDLPP::Rect( 0.3, 0.7, 0.05, 0.31 ) );
x->addCollision( SDLPP::Rect( 0.65, 0.7, 0.05, 0.31 ) );
x->addCollision( SDLPP::Rect( 0.2, 0.3, 0.6, 0.45 ) );
x->addCollision( SDLPP::Circle( 0.5, 0.15, 0.3 ) );
x->setColor( "E164B7" );
x->setId( PLAYER_ID );
x->setColiderColor( "00FF00" );
scene.addObject( x );
player = x;
auto z = std::make_shared< SDLPP::RectangleRender >( 0, 2.5, 0, 0, r );
auto z_col = SDLPP::Rect( -1, 0, -1, -1 );
z_col.setInfinite();
z->addCollision( z_col );
z->setId( DEATH );
z->setColiderColor( "FF00FF" );
scene.addObject( z );
auto y = std::make_shared< SDLPP::TextRenderer >( 0, 0, 0.2, 0.1, r );
y->setText( *font, "DEMO", "#FFFFFF", "#000000", 5 );
y->setPermanent( true );
y->setId( 123 );
scene.addObject( y );
}
void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
"#00000080", true );
bg->setId( 123 );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto resume =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
resume->setColor( "#FFFFFF40" );
resume->centerX();
scene.addObject( resume );
pause_options.push_back( resume );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
quit->centerX();
scene.addObject( quit );
pause_options.push_back( quit );
}
void quitGame() {
std::cout << "Quitting!" << std::endl;
quit = true;
}
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE: {
pause = true;
pause_scene->updateSizeAndPosition();
player->resetMovementX();
std::thread pauseThread( doInputPause );
pauseThread.detach();
} break;
case SDLK_a:
player->addMovement( -1, 0 );
break;
case SDLK_d:
player->addMovement( 1, 0 );
break;
case SDLK_SPACE:
case SDLK_w:
if ( !player->isJumping() && !pause ) {
player->setLastStand();
player->jump();
}
break;
case SDLK_s:
break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
}
}
void handleKeyDownPause( SDL_Keycode key ) {
switch ( key ) {
case SDLK_ESCAPE: {
pause = false;
active_scene->setPrevTicks( SDL_GetTicks() );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
} break;
case SDLK_r:
active_scene->getRenderer().setRenderColiders(
!active_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
pause_options[pause_select]->unsetColor();
pause_select++;
if ( pause_select > pause_max )
pause_select = 0;
pause_options[pause_select]->setColor( "FFFFFF40" );
break;
case SDLK_w:
case SDLK_UP:
pause_options[pause_select]->unsetColor();
pause_select--;
if ( pause_select < 0 )
pause_select = pause_max;
pause_options[pause_select]->setColor( "FFFFFF40" );
break;
case SDLK_RETURN:
switch ( pause_select ) {
case 0: {
pause = false;
active_scene->setPrevTicks( SDL_GetTicks() );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
} break;
case 1:
quitGame();
default:
break;
}
default:
break;
}
}
void handleKeyUp( SDL_Keycode key ) {
switch ( key ) {
case SDLK_a:
player->addMovement( 1, 0 );
break;
case SDLK_d:
player->addMovement( -1, 0 );
break;
case SDLK_w:
case SDLK_s:
default:
break;
}
}
void pollEvents( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
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 pollEventsPause() {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownPause( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
active_scene->updateSizeAndPosition();
pause_scene->updateSizeAndPosition();
}
default:
break;
}
}
}
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( !quit && !pause ) {
SDL_framerateDelay( &gFPS );
pollEvents( *scene );
scene->movement();
bool gravity = true;
for ( auto &x : scene->getCollisions( *player ) ) {
if ( x->getId() == STONE_ID ) {
gravity = false;
if ( player->isGravityEnabled() ) {
auto stoneRect = x->getDoubleRect();
auto playerPos = player->getDoubleRect();
auto newPX = playerPos.first.first;
auto newPY =
stoneRect.first.second - playerPos.second.second;
player->setPos( newPX, newPY );
player->setLastStand();
}
x->specialAction( DESTROYABLE_DESTROY );
}
if ( x->getId() == DEATH ) {
std::cout << "Oh no, you died!" << std::endl;
quitGame();
}
}
player->setGravity( gravity );
auto playerX = player->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 );
}
}
void doInputPause() {
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( pause ) {
SDL_framerateDelay( &gFPS );
pollEventsPause();
if ( !pause )
break;
}
}
int main() {
SDLPP::init();
SDLPP::Window w( "Oh yeah, boi!" );
auto renderer = std::make_shared< SDLPP::Renderer >( w );
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
active_scene = main_scene;
font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
addStuff( *main_scene, renderer );
player->setMovementSpeed( 0.3 );
player->enableGravity();
pause_scene = std::make_shared< SDLPP::Scene >( renderer );
addPause( *pause_scene, renderer );
int base = SDL_GetTicks();
int frames = 0;
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
std::thread inputThread( doInput, main_scene );
inputThread.detach();
while ( !quit ) {
// SDL_framerateDelay(&gFPS);
main_scene->renderScene();
if ( pause ) {
pause_scene->renderScene( false );
}
main_scene->presentScene();
frames++;
if ( SDL_GetTicks() - base >= 1000 ) {
base = SDL_GetTicks();
printf( "FPS: %d\n", frames );
frames = 0;
}
}
}