330 lines
11 KiB
C++
330 lines
11 KiB
C++
#include "../sdlpp/sdlpp.hpp"
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#include "sprites.hpp"
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#include <memory>
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#ifdef _WIN32
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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#include <ctime>
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#include <string>
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#include <windows.h>
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#else
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#include <SDL2/SDL2_framerate.h>
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#endif // UNIX
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#include <thread>
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#include <mutex>
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#include <unordered_set>
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#include "global_vars.hpp"
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#include "objectids.hpp"
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#include "blocks.hpp"
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#include "maploader.hpp"
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#include "mario.hpp"
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#include "visitors/visitor_generator.hpp"
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bool quit = false;
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bool update = false;
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std::shared_ptr< Mario > mario = nullptr;
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std::shared_ptr< SDLPP::RectangleRender > leftStop = nullptr;
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std::shared_ptr< SDLPP::Renderer > renderer = nullptr;
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std::shared_ptr< SDLPP::TextRenderer > fps = nullptr;
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std::shared_ptr< SDLPP::TextRenderer > coins = nullptr;
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int coin_count = 0;
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int global_frames = 0;
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std::vector< std::shared_ptr< MarioBlock > > moving_objects = {};
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std::mutex render_mutex;
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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case SDLK_ESCAPE:
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quit = true;
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break;
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case SDLK_a:
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mario->walkLeft();
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break;
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case SDLK_d:
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mario->walkRight();
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break;
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case SDLK_SPACE:
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case SDLK_w:
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mario->jump();
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break;
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case SDLK_s:
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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!scene.getRenderer().getRenderColiders() );
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break;
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case SDLK_f:
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if ( fps ) {
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fps->setHidden( !fps->getHidden() );
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}
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default:
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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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mario->walkRight();
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break;
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case SDLK_d:
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mario->walkLeft();
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break;
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case SDLK_SPACE:
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case SDLK_w:
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mario->stopJump();
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default:
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break;
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}
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}
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void moveToMarioPosition( SDLPP::Scene &scene,
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SDLPP::Vec2D< double > &prev_mario ) {
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auto rendDims = renderer->getDoubleDimensions();
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if ( leftStop ) {
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auto left =
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rendDims.getX() < 2.0 ? -( rendDims.getX() - 1 ) / 2.0 - 0.1 : -0.5;
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leftStop->setPos( left, 0 );
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}
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auto mario_pos_difference = prev_mario - mario->getAbsolutePos();
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// sometimes there is a concurrency problem and prev_pos == cur_pos, in
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// that case move everything so Mario is standing on the left edge of the
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// screen
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if(mario_pos_difference.getX() < 0.01 && mario_pos_difference.getX() > -0.01) {
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// 0.01 is the width of visible leftStop
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scene.moveEverything(-(mario->getAbsolutePos().getX() - 0.01), 0);
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} else {
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scene.moveEverything( mario_pos_difference.getX(), 0 );
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}
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scene.updateSizeAndPosition();
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auto left_stop_rightmost = leftStop->getDoubleRect().first.getX() +
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leftStop->getDoubleRect().second.getX();
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if ( mario->getPos().getX() < left_stop_rightmost ) {
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mario->setPos( left_stop_rightmost, mario->getPos().getY() );
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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 ( SDLPP::getSDLEvent( event ) ) {
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switch ( event.type ) {
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case SDL_QUIT:
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quit = true;
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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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}
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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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auto prev_mario_pos = mario->getAbsolutePos();
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scene.updateSizeAndPosition();
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moveToMarioPosition( scene, prev_mario_pos );
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update = true;
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}
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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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std::lock_guard< std::mutex > lock( render_mutex );
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scene->updateScene();
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auto prev_coin_count = coin_count;
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auto rightmost_x = renderer->getDoubleDimensions().getX();
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for(size_t i = 0; i < moving_objects.size(); i++) {
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moving_objects[i]->checkVisibility(rightmost_x);
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if(!moving_objects[i]->wasVisible()) {
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continue;
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}
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auto visitor =
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getVisitor( *moving_objects[i], *scene, quit, coin_count, moving_objects );
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scene->visitCollisions( *moving_objects[i], *visitor );
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moving_objects[i]->handleVisitor( *visitor );
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auto rightmost_pos = moving_objects[i]->getAbsolutePos().getX() +
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moving_objects[i]->getDoubleRect().second.getX();
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if(rightmost_pos < 0 && moving_objects[i] != mario) {
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moving_objects[i]->destroy();
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}
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}
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std::vector<uint64_t> killed_indices{};
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for(size_t i = 0; i < moving_objects.size(); i++) {
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if(moving_objects[i]->getKilled()) {
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killed_indices.push_back(i);
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}
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}
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std::reverse( killed_indices.begin(), killed_indices.end() );
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for(auto &index : killed_indices) {
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moving_objects.erase(moving_objects.begin() + index);
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}
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if ( coin_count != prev_coin_count ) {
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coins->changeText( std::to_string( coin_count ) + " COINS" );
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}
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// if player is > 0.7 of playground, move everything left
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.5;
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auto rightmostX =
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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scene->moveEverything(
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( playerX > rightBarrier && rightmostX > width ) *
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( rightBarrier - playerX ) / width,
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0 );
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update = update || (playerX > rightBarrier && rightmostX > width);
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global_frames++;
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}
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}
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#ifdef _WIN32
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int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
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PWSTR szCmdLine, int nCmdShow ) {
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#else
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int main() {
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#endif
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SDLPP::init();
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SDLPP::Window w( "Mario clone!" );
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w.setResizable( true );
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renderer = std::make_shared< SDLPP::Renderer >( w );
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renderer->setBlendMode( SDL_BLENDMODE_BLEND );
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// prepare global vars
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g_terrain_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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g_enemies_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY );
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auto scene = std::make_shared< SDLPP::Scene >( renderer );
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g_playground = scene;
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auto bg = std::make_shared< SDLPP::RectangleRender >(
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0, 0, 10, 10, renderer, MARIO_OVERWORLD_COLORKEY, true );
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bg->setPermanent();
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bg->setStatic();
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bg->setId( 1 );
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scene->addObject( bg );
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g_mario_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY );
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g_translucent_terrain_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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g_translucent_terrain_texture->setAlpha( 100 );
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mario = std::make_shared< Mario >( renderer );
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scene->addObject( mario );
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auto defeat =
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std::make_shared< SDLPP::RectangleRender >( 0, 1.01, 0, 0, renderer );
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defeat->setId( DEATH_ID );
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defeat->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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defeat->setPermanent();
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auto defeatCol = SDLPP::RectColider( -1, 0, -1, -1 );
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defeatCol.setInfinite();
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defeat->addCollision( defeatCol );
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scene->addObject( defeat );
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leftStop = std::make_shared< SDLPP::RectangleRender >( -0.1, 0, 0.11, 0,
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renderer );
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leftStop->setId( STOP_MOVEMENT );
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leftStop->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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leftStop->setPermanent();
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auto leftStopCol = SDLPP::RectColider( 0, -1, 1, -1 );
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leftStopCol.setInfinite();
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leftStop->addCollision( leftStopCol );
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leftStop->setColiderColor( "#FF00FF" );
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scene->addObject( leftStop );
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loadMap( scene, mario, "test_binary2.bin" );
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auto font = std::make_shared< SDLPP::Font >( "testfont.ttf", 36 );
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fps = std::make_shared< SDLPP::TextRenderer >(
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0.2, 0, 0.78, 0.1, renderer, font, "0fps", "#FFFFFF", "#000000", 0.1,
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SDLPP_TEXT_RIGHT );
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fps->setAlignment( SDLPP::OBJ_END, SDLPP::OBJ_START );
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fps->setId( 0 );
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fps->setPermanent();
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fps->setHidden( true );
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scene->addObject( fps );
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coins = std::make_shared< SDLPP::TextRenderer >(
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0.2, 0, 0.78, 0.1, renderer, font, "0 COINS", "#FFFFFF", "#000000", 0.1,
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SDLPP_TEXT_RIGHT );
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coins->setAlignment( SDLPP::OBJ_START, SDLPP::OBJ_START );
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coins->setId( 0 );
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coins->setPermanent();
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scene->addObject( coins );
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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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auto base = SDL_GetTicks();
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int frames = 0;
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scene->moveEverything( -mario->getDoubleRect().first.getX() + 0.2, 0 );
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update = true;
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std::unordered_set<uint64_t> background_ids = {
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HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID, HILL_DOTS_LEFT_ID,
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HILL_FILL_ID, HILL_TOP_ID, BUSH_LEFT_ID, BUSH_MIDDLE_ID, BUSH_RIGHT_ID,
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CLOUD_LEFT_BOTTOM_ID, CLOUD_MIDDLE_BOTTOM_ID, CLOUD_RIGHT_BOTTOM_ID,
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CLOUD_LEFT_TOP_ID, CLOUD_MIDDLE_TOP_ID, CLOUD_RIGHT_TOP_ID,
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CASTLE_LEFT_ID, CASTLE_RIGHT_ID, CASTLE_BLACK_ID, CASTLE_ENTRY_ID,
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CASTLE_TOWER_ID, CASTLE_TOWER_FILLED_ID, WATER_TOP_ID, WATER_FILL_ID };
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scene->setBackgroundObjectIDs(background_ids);
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scene->updateBackgroundObjectZIndex();
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// we want mario to be first because visiting isn't perfect
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moving_objects.push_back(mario);
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std::unordered_set<int> moving_object_ids = {
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GOOMBA_ID,
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};
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for(auto &obj : scene->getObjects(moving_object_ids)) {
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moving_objects.push_back(std::dynamic_pointer_cast<MarioBlock>(obj));
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}
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std::thread inputThread( doInput, scene );
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SDL_PumpEvents();
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scene->updateSizeAndPosition();
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scene->renderScene();
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renderer->presentRenderer();
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update = true;
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while ( !quit ) {
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SDL_framerateDelay( &gFPS );
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SDL_PumpEvents();
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std::lock_guard< std::mutex > lock( render_mutex );
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mario->setStanding();
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if ( update ) {
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scene->updateSizeAndPosition();
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update = false;
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}
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scene->renderScene();
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renderer->presentRenderer();
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frames++;
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if ( SDL_GetTicks() - base >= 1000 ) {
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if ( global_frames < frames ) {
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frames = global_frames;
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}
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global_frames = 0;
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fps->changeText( std::to_string( frames ) + " fps" );
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frames = 0;
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base = SDL_GetTicks();
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}
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}
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inputThread.join();
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return 0;
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}
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