mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 12:33:43 +00:00
172 lines
4.0 KiB
C++
172 lines
4.0 KiB
C++
#include "GameInternal.h"
|
|
|
|
#include "CollisionHandler.h"
|
|
#include "AssetManager.h"
|
|
#include "RenderManager.h"
|
|
#include <SDL3_mixer/SDL_mixer.h>
|
|
#include "SDL3/SDL_init.h"
|
|
#include "SoundManager.h"
|
|
#include "Entity.h"
|
|
#include "HealthComponent.h"
|
|
#include "Map.h"
|
|
#include "TextureManager.h"
|
|
#include "Game.h"
|
|
#include "GameFactory.h"
|
|
|
|
#include <VEGO.h>
|
|
|
|
#include "ConfigLoader.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;
|
|
|
|
SDL_AppResult GameInternal::init()
|
|
{
|
|
config = new ConfigLoader();
|
|
|
|
this->gameInstance = GameFactory::instance().create(this);
|
|
config->setCustomConfig(this->gameInstance->setConfigFilePath());
|
|
config->init();
|
|
|
|
json finalConfig = config->getFinalConfig();
|
|
|
|
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 (finalConfig.at("fullscreen"))
|
|
{
|
|
flags = SDL_WINDOW_FULLSCREEN;
|
|
}
|
|
|
|
if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO))
|
|
{
|
|
std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
|
|
SDL_ClearError();
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
|
|
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
window = SDL_CreateWindow(finalConfig.at("title").get<std::string>().c_str(),
|
|
finalConfig.at("screen_width"), finalConfig.at("screen_height"), flags);
|
|
|
|
if (!window)
|
|
{
|
|
std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
|
|
SDL_ClearError();
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
// bad
|
|
SDL_Surface* icon;
|
|
if((icon = SDL_LoadBMP(finalConfig.at("icon").get<std::string>().c_str())))
|
|
{
|
|
SDL_SetWindowIcon(window, icon);
|
|
}
|
|
|
|
SDL_SetWindowIcon(window, icon);
|
|
|
|
renderer = SDL_CreateRenderer(window, NULL);
|
|
if (!renderer)
|
|
{
|
|
std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
|
|
SDL_ClearError();
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
|
|
|
if (!Mix_OpenAudio(0, NULL))
|
|
{
|
|
std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
|
|
SDL_ClearError();
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
Mix_Volume(-1, MIX_MAX_VOLUME);
|
|
Mix_AllocateChannels(16);
|
|
|
|
// 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->init();
|
|
|
|
return SDL_APP_CONTINUE;
|
|
}
|
|
|
|
void GameInternal::handleEvents()
|
|
{
|
|
SDL_PollEvent(&event);
|
|
|
|
switch (event.type)
|
|
{
|
|
case SDL_EVENT_QUIT: this->setRunning(false);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GameInternal::update(Uint64 frameTime)
|
|
{
|
|
manager.refresh();
|
|
|
|
uint_fast16_t diffTime = frameTime - this->lastFrameTime;
|
|
manager.update(diffTime);
|
|
|
|
this->gameInstance->update(diffTime); // TODO: this might have to be split up into two update functions, before and after manager...
|
|
|
|
this->lastFrameTime = frameTime;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|