game/main.cpp

288 lines
9.2 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
bool pause = false;
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 move(int ticks) {
auto dimension = renderer->getSmallerSide();
auto time_portion = (static_cast<double>(ticks)/1000);
auto addx = static_cast<double>(movementSpeed * movementDirection.first)*time_portion;
auto addy = static_cast<double>(movementSpeed * movementDirection.second)*time_portion;
x_ += addx;
y_ += addy;
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;
y_ += grav * time_portion;
y_ -= jump_ * time_portion;
rect.x = x_ * dimension;
rect.y = y_ * dimension;
for( auto &x : collisions ) {
x->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
}
}
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;
};
std::shared_ptr<Player> player;
std::vector<std::shared_ptr<SDLPP::Texture>> bgtextures;
bool quit = false;
void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
std::shared_ptr<SDLPP::RectangleRender> stone;
double posx = 0;
while(posx < 3) {
stone = std::make_shared<SDLPP::RectangleRender>(posx,0.5,0.15,0.1,r);
stone->addCollision(SDLPP::Rect(0,0,1,1));
stone->setTexture("stone.png");
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::Rect(0.35,0,0.3,0.3));
x->setTexture("5.png");
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);
}
void quitGame() {
std::cout << "Quitting!" << std::endl;
quit = true;
}
void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
switch(key) {
case SDLK_UP:
scene.setBackground(bgtextures[0]);
break;
case SDLK_DOWN:
scene.setBackground(bgtextures[1]);
break;
case SDLK_RIGHT:
scene.setBackground(bgtextures[2]);
break;
case SDLK_LEFT:
scene.setBackground(bgtextures[3]);
break;
case SDLK_ESCAPE:
quitGame();
break;
case SDLK_a:
player->addMovement(-1,0);
break;
case SDLK_d:
player->addMovement(1,0);
break;
case SDLK_w:
if(!player->isJumping()) {
player->setLastStand();
player->jump();
}
break;
case SDLK_s:
break;
case SDLK_r:
scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
break;
case SDLK_SPACE:
if(pause)
scene.setPrevTicks(SDL_GetTicks());
pause = !pause;
break;
default:
scene.setBackground(bgtextures[4]);
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:
break;
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 doInput(std::shared_ptr<SDLPP::Scene> scene) {
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 200);
while(!quit) {
SDL_framerateDelay(&gFPS);
pollEvents(*scene);
if(pause)
continue;
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->setHidden(true);
}
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);
}
}
int main() {
SDLPP::init();
SDLPP::Window w("Oh yeah, boi!");
auto renderer = std::make_shared<SDLPP::Renderer>(w);
renderer->setBlendMode(SDL_BLENDMODE_ADD);
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "1.bmp"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "2.bmp"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "3.png"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "4.png"));
bgtextures.push_back(std::make_shared<SDLPP::Texture>(renderer, "test.bmp"));
main_scene->setBackground(bgtextures[0]);
addStuff(*main_scene, renderer);
player->setMovementSpeed(0.3);
player->enableGravity();
int base = SDL_GetTicks();
int frames = 0;
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 60);
std::thread inputThread(doInput, main_scene);
while( !quit ) {
// SDL_framerateDelay(&gFPS);
main_scene->renderScene();
main_scene->presentScene();
frames++;
if(SDL_GetTicks() - base >= 1000) {
base = SDL_GetTicks();
printf("FPS: %d\n", frames);
frames = 0;
}
}
inputThread.join();
}