mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 15:53:42 +00:00
202 lines
4.5 KiB
C++
202 lines
4.5 KiB
C++
#include "GameInternal.h"
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#include <SDL_error.h>
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#include "CollisionHandler.h"
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#include "AssetManager.h"
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#include "RenderManager.h"
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#include "SoundManager.h"
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#include "TileComponent.h"
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#include "Direction.h"
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#include "Entity.h"
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#include "HealthComponent.h"
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#include "Map.h"
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#include "TextureManager.h"
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#include "StatEffectsComponent.h"
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#include "Constants.h"
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#include "Game.h"
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#include "GameFactory.h"
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GameInternal::GameInternal() :
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manager(this),
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renderManager(),
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tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
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players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
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projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
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hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
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powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
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{};
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GameInternal::~GameInternal() = default;
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void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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{
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GameInternal::assets = new AssetManager(&manager);
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GameInternal::textureManager = new TextureManager(&manager);
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GameInternal::soundManager = new SoundManager();
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GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
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int flags = 0;
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if (fullscreen)
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{
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flags = SDL_WINDOW_FULLSCREEN;
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}
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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return;
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}
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if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
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std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
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return;
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}
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window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
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if (!window)
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{
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std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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return;
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}
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SDL_Surface* icon = SDL_LoadBMP("assets/iconImage.bmp");
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if(!icon)
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{
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std::cout << "ERROR: Couldn't create icon!" << std::endl;
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return;
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}
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SDL_SetWindowIcon(window, icon);
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer)
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{
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std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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return;
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
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{
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std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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return;
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}
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Mix_Volume(-1, MIX_MAX_VOLUME);
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Mix_AllocateChannels(16);
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//SDL_Event event;
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bool hasQuit = false;
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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break;
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}
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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std::cout << "Enter pressed > Game start..." << std::endl;
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break;
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}
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if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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{
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std::cout << "Escape pressed > Game quit..." << std::endl;
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hasQuit = true;
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}
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}
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}
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if (hasQuit)
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{
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this->setRunning(false);
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return;
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}
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if (this->isRunning() == false) return;
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map = new Map();
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// loading sounds
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// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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// assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// loading music
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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this->gameInstance = GameFactory::instance().create(this);
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this->gameInstance->init();
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}
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void GameInternal::handleEvents()
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{
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SDL_PollEvent(&event);
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switch (event.type)
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{
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case SDL_QUIT: this->setRunning(false);
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break;
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default:
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break;
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}
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}
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void GameInternal::update()
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{
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manager.refresh();
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manager.update();
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this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager...
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}
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void GameInternal::render()
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{
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SDL_RenderClear(renderer);
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this->renderManager.renderAll();
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SDL_RenderPresent(renderer);
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}
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void GameInternal::clean()
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{
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delete(textureManager);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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std::cout << "Game Cleaned!" << std::endl;
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}
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bool GameInternal::isRunning() const
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{
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return running;
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}
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void GameInternal::setRunning(bool running) //TODO: might be depracted
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{
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this->running = running;
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}
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void GameInternal::stopGame()
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{
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this->running = false;
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}
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