game/mario/main.cpp
zvon 61e45e89a5 Basic editor functionality arrived!
Terrible code, must be changed!!!
2021-05-01 21:55:43 +02:00

270 lines
8.7 KiB
C++

#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;
std::shared_ptr< SDLPP::RectangleRender > leftStop = nullptr;
std::shared_ptr< SDLPP::Renderer > renderer = nullptr;
bool mario_facing_right = true;
void setMarioStanding() {
if ( mario->getMovement().getX() == 0 ) {
mario->pauseAnimation();
}
}
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 );
if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
mario->flipHorizontally();
mario_facing_right = false;
}
break;
case SDLK_d:
mario->resumeAnimation();
mario->addMovement( SIDE_MOVEMENT, 0 );
if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
mario->flipHorizontally();
mario_facing_right = true;
}
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 );
if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
mario->flipHorizontally();
mario_facing_right = true;
}
break;
case SDLK_d:
mario->resumeAnimation();
mario->addMovement( -SIDE_MOVEMENT, 0 );
if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
mario->flipHorizontally();
mario_facing_right = false;
}
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();
if ( leftStop ) {
auto rendDims = renderer->getDoubleDimensions();
auto left = rendDims.getX() < 2.0
? -( rendDims.getX() - 1 ) / 2.0 - 0.1
: -0.5;
leftStop->setPos( left, 0 );
}
auto dimensions = renderer->getDoubleDimensions();
auto leftmost = -( dimensions.getX() - 1 ) / 2.0;
auto rightmost = 1 - leftmost;
auto marioPos = mario->getPos();
if ( marioPos.getX() < leftmost ) {
scene.moveEverything( leftmost - marioPos.getX(), 0 );
} else if ( marioPos.getX() > rightmost ) {
scene.moveEverything( marioPos.getX() - rightmost, 0 );
}
if ( mario->getPos().getX() <
leftStop->getDoubleRect().first.getX() +
leftStop->getDoubleRect().second.getX() ) {
mario->setPos( leftStop->getDoubleRect().first.getX() +
leftStop->getDoubleRect().second.getX(),
mario->getPos().getY() );
}
}
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 );
auto prevPos = mario->getDoubleRect().first;
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();
}
if ( mv.isStopped() ||
( !mv.canGoLeft() && prevPos.getX() > mario->getPos().getX() ) ||
( !mv.canGoRight() && prevPos.getX() < mario->getPos().getX() ) ) {
mario->setPos( prevPos.getX(), mario->getPos().getY() );
}
auto playerX = mario->getRect().x;
auto width = scene->getWidth();
auto rightBarrier = width * 0.7;
auto rightmostX =
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
scene->moveEverything(
( playerX > rightBarrier && rightmostX > width ) *
( rightBarrier - 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 );
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->setStatic();
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_STANDING_SRC );
mario->setAnimationFrames( MARIO_WALK_ANIM );
mario->setId( 2 );
mario->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
mario->setAnimationSpeed( 12.5 );
mario->pauseAnimation();
mario->setMovement( 0, 0 );
mario->setMovementSpeed( 0.4 );
mario->addCollision(
SDLPP::RectColider( 0.21, 0.85, 0.65, 0.16, MARIO_FLOOR_DETECT ) );
mario->addCollision(
SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) );
mario->addCollision(
SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) );
mario->setStatic( false );
scene->addObject( mario );
auto defeat =
std::make_shared< SDLPP::RectangleRender >( 0, 1.01, 0, 0, renderer );
defeat->setId( DEATH_ID );
defeat->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
defeat->setPermanent();
auto defeatCol = SDLPP::RectColider( -1, 0, -1, -1 );
defeatCol.setInfinite();
defeat->addCollision( defeatCol );
scene->addObject( defeat );
leftStop = std::make_shared< SDLPP::RectangleRender >( -0.1, 0, 0.11, 0,
renderer );
leftStop->setId( STOP_MOVEMENT );
leftStop->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
leftStop->setPermanent();
auto leftStopCol = SDLPP::RectColider( 0, -1, 1, -1 );
leftStopCol.setInfinite();
leftStop->addCollision( leftStopCol );
leftStop->setColiderColor( "#FF00FF" );
scene->addObject( leftStop );
loadMap( scene, mario, "test_binary2.bin", renderer );
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
auto base = SDL_GetTicks();
int frames = 0;
std::thread inputThread( doInput, scene );
inputThread.detach();
scene->moveEverything( -mario->getDoubleRect().first.getX() + 0.2, 0 );
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;
}