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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 15:53:42 +00:00
SDL_Minigame/src/GameInternal.cpp

202 lines
4.5 KiB
C++

#include "GameInternal.h"
#include <SDL_error.h>
#include "CollisionHandler.h"
#include "AssetManager.h"
#include "RenderManager.h"
#include "SoundManager.h"
#include "TileComponent.h"
#include "Direction.h"
#include "Entity.h"
#include "HealthComponent.h"
#include "Map.h"
#include "TextureManager.h"
#include "StatEffectsComponent.h"
#include "Constants.h"
#include "Game.h"
#include "GameFactory.h"
GameInternal::GameInternal() :
manager(this),
renderManager(),
tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
{};
GameInternal::~GameInternal() = default;
void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
GameInternal::assets = new AssetManager(&manager);
GameInternal::textureManager = new TextureManager(&manager);
GameInternal::soundManager = new SoundManager();
GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
return;
}
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (!window)
{
std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
SDL_Surface* icon = SDL_LoadBMP("assets/iconImage.bmp");
if(!icon)
{
std::cout << "ERROR: Couldn't create icon!" << std::endl;
return;
}
SDL_SetWindowIcon(window, icon);
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer)
{
std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
SDL_RenderPresent(renderer);
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
Mix_Volume(-1, MIX_MAX_VOLUME);
Mix_AllocateChannels(16);
//SDL_Event event;
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
break;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
std::cout << "Enter pressed > Game start..." << std::endl;
break;
}
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
std::cout << "Escape pressed > Game quit..." << std::endl;
hasQuit = true;
}
}
}
if (hasQuit)
{
this->setRunning(false);
return;
}
if (this->isRunning() == false) return;
map = new Map();
// loading sounds
// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
// assets->addSoundEffect("steps", "assets/sound/steps.wav");
// loading music
// assets->addMusic("background_music", "assets/sound/background_music.mp3");
this->gameInstance = GameFactory::instance().create(this);
this->gameInstance->init();
}
void GameInternal::handleEvents()
{
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT: this->setRunning(false);
break;
default:
break;
}
}
void GameInternal::update()
{
manager.refresh();
manager.update();
this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager...
}
void GameInternal::render()
{
SDL_RenderClear(renderer);
this->renderManager.renderAll();
SDL_RenderPresent(renderer);
}
void GameInternal::clean()
{
delete(textureManager);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "Game Cleaned!" << std::endl;
}
bool GameInternal::isRunning() const
{
return running;
}
void GameInternal::setRunning(bool running) //TODO: might be depracted
{
this->running = running;
}
void GameInternal::stopGame()
{
this->running = false;
}