206 lines
5.8 KiB
C++
206 lines
5.8 KiB
C++
#include "../sdlpp/sdlpp.hpp"
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#include "sprites.hpp"
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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 "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_visitor.hpp"
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#define SIDE_MOVEMENT 0.8
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#define FALL_MOVEMENT 1
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bool quit = false;
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std::shared_ptr<SDLPP::RectangleRender> mario = nullptr;
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std::shared_ptr<SDLPP::Texture> mario_texture = nullptr;
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void setMarioStanding() {
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if(mario->getMovement().getX() == 0) {
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mario->pauseAnimation();
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// mario->setTexture(mario_texture, MARIO_STANDING_SRC);
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}
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}
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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->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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break;
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case SDLK_SPACE:
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case SDLK_w:
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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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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->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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break;
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case SDLK_w:
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case SDLK_s:
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default:
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break;
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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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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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scene.updateSizeAndPosition();
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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 ( true ) {
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SDL_framerateDelay( &gFPS );
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pollEvents( *scene );
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scene->updateScene();
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MarioVisitor mv{};
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scene->visitCollisions(*mario, mv);
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if(mv.isDead()) {
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quit = true;
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}
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if(!mv.isOnGround()) {
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mario->setMovement(mario->getMovement().getX(), FALL_MOVEMENT);
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} else {
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mario->resetMovementY();
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}
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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auto leftBarrier = width * 0.3;
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auto rightmostX =
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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auto leftmostX = scene->leftmost()->getRect().x;
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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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scene->moveEverything( ( playerX < leftBarrier && leftmostX < 0 ) *
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( leftBarrier - playerX ) / width,
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0 );
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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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auto 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>(renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,renderer, MARIO_OVERWORLD_COLORKEY, true);
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bg->setPermanent();
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bg->setId(1);
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scene->addObject(bg);
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mario_texture = std::make_shared<SDLPP::Texture>(renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
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mario = std::make_shared<SDLPP::RectangleRender>(
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0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, mario_texture, MARIO_OVERWORLD_STANDING_SRC);
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mario->setAnimationFrames( MARIO_OVERWORLD_WALK_ANIM );
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mario->setId(2);
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mario->centerX();
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mario->setAnimationSpeed(12.5);
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mario->pauseAnimation();
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// mario->setTexture(mario_texture, MARIO_STANDING_SRC);
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mario->setMovement(0, FALL_MOVEMENT);
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mario->setMovementSpeed(0.4);
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mario->addCollision(SDLPP::RectColider(0.11,0,0.8,1));
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scene->addObject(mario);
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auto defeat = std::make_shared<SDLPP::RectangleRender>(
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0,1.01,0,0,renderer);
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defeat->setId(DEATH_ID);
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defeat->centerX();
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defeat->setStatic();
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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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loadMap(scene, mario, "testmap.txt", renderer);
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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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std::thread inputThread( doInput, scene );
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inputThread.detach();
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while ( !quit ) {
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SDL_PumpEvents();
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SDL_framerateDelay(&gFPS);
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setMarioStanding();
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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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std::cout << "FPS: " << frames << std::endl;
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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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return 0;
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}
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